Refresh what a switch changes, not what a turn changes
A branch switch does not change the length of the story. It changes which story it is. Four panels keyed on actions.length and so could not tell the difference: the Branches panel drew one branch while the reader was already on a second, Insights showed the prompt built for the path just left, the script-state drawer kept the other line's numbers, and the Memory Bank did not notice a deleted branch taking its memories with it. Only the world-state drawer was right, and only because it happened to carry stateKey already. They all key on the pair now, and deleting a branch bumps it too — that is the one operation that changes what is stored without a turn being played and without the story on the current path moving by a single action. tools/branch_fixture.py is the thing that could show it. The stress fixture's world state is empty, so it cannot answer whether a switch puts the scoreboard back, and its story is one branch. This builds a small bootable adventure with a stat schema, a gold script, two takes on one turn that differ by 35 hit points, a fork, and a memory on each side — with both branches the same length on purpose, because equal length is precisely the case a length-based key cannot see. Verified in a browser with the drawer open: hp 60 to 95 and back, the bar redrawn, the story swapped to the other take, Insights carrying the scratch and not the beating. The Memory Bank deliberately does not change on a switch: the drawer is adventure-wide so a memory is always findable to delete, and retrieval is the path-scoped half. 396 tests, build clean, no new lint. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015H5qiyiR7gtFQaoDphHZ3g
This commit is contained in:
committed by
Parth
co-authored by
Claude Opus 5
parent
84827f0f37
commit
811368d048
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"""Build a bootable adventure that has actually gone two ways (Phase 14, SP7).
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`tools.stress_session --keep` answers the scroll question and nothing else: its
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world state and script state are both empty, so it cannot show whether a branch
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switch puts the scoreboard back. This builds the small counterpart — a stat
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schema, a script that counts gold, two attempts at one turn that do visibly
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different damage, a fork, and a hand-written memory on each branch.
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**The two branches are deliberately the same length.** Both paths are five
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actions, so `actions.length` is identical either side of a switch. That is what
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makes this fixture worth keeping: every panel that refreshed on the length of
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the story looked correct until something asked it to tell two equal-length
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branches apart, and then four of them went on showing the branch just left.
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cd backend
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.venv/Scripts/python.exe -m tools.branch_fixture /tmp/branches.db
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AIDND_DB_PATH=/tmp/branches.db .venv/Scripts/python.exe \\
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-m uvicorn app.main:app --port 8010
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Then open http://127.0.0.1:8010/ — the SPA is served out of `frontend/dist`, so
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run `npm run build` first if it is stale. Expect hp 60 on "The hard way down"
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and hp 95 on the fork, and expect both to move the moment you switch.
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No LLM is called: the provider is scripted and its replies carry their own
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fenced `state` blocks.
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"""
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import os
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import sys
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# Run from `backend/`; Python puts this script's own directory on the path, not
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# the working one.
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sys.path.insert(0, os.getcwd())
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OUT = sys.argv[1] if len(sys.argv) > 1 else "branchfixture.db"
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if os.path.exists(OUT):
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os.remove(OUT)
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os.environ["AIDND_DB_PATH"] = OUT
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os.environ.pop("AIDND_DATABASE_URL", None)
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os.environ.pop("DATABASE_URL", None)
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os.environ.pop("AIDND_MULTI_USER", None)
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from fastapi.testclient import TestClient # noqa: E402
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from sqlalchemy import text # noqa: E402
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from app import auth, limits, models # noqa: E402
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from app.database import Base, SessionLocal, engine # noqa: E402
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from app.main import app # noqa: E402
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from app.migrations import LATEST_VERSION # noqa: E402
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from app.routers import adventures # noqa: E402
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SCHEMA = {
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"player": {
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"hp": {"min": 0, "max": 100, "initial": 100},
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"mana": {"min": 0, "max": 50, "initial": 50, "cooldown": 2},
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}
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}
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GOLD_SCRIPT = """
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const modifier = (text) => {
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state.gold = (state.gold || 0) + 10;
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return { text };
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};
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modifier(text);
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"""
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class ScriptedProvider:
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replies: list = []
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calls = 0
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def __init__(self, *a, **k):
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pass
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async def generate(self, parts, *, temperature, max_tokens):
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i = min(ScriptedProvider.calls, len(ScriptedProvider.replies) - 1)
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ScriptedProvider.calls += 1
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yield ("text", ScriptedProvider.replies[i])
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Base.metadata.create_all(bind=engine)
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db = SessionLocal()
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# Local mode looks for the row with email IS NULL and is_guest false.
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user = models.User(is_guest=False, email=None)
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db.add(user)
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db.flush()
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db.add(models.Settings(user_id=user.id, api_key="enc:dummy", model="test-model"))
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scenario = models.Scenario(user_id=user.id, title="Thornwick", stat_schema=SCHEMA)
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db.add(scenario)
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db.flush()
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adv = models.Adventure(
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user_id=user.id, title="The Hollow Beneath Thornwick", scenario_id=scenario.id,
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script_state={}, world_state={"player": {"hp": 100, "mana": 50}},
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memory_bank_enabled=True,
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)
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db.add(adv)
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db.flush()
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db.add(models.Action(
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adventure_id=adv.id, index=0, type="start",
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text="The cellar door has been shut since your grandmother died. "
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"Tonight the lantern is lit and the key is in your hand."))
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db.add(models.AdventureScript(
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adventure_id=adv.id, position=0, enabled=True, name="Gold", output_js=GOLD_SCRIPT))
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db.commit()
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adv_id = adv.id
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db.close()
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adventures.OpenAICompatibleProvider = ScriptedProvider
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auth.resolve_provider_config = lambda s: auth.ProviderConfig(
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"http://fake", "k", "test-model", False)
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limits.rate_limit = lambda *a, **k: None
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limits.check_row_cap = lambda *a, **k: None
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client = TestClient(app)
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base = f"/api/adventures/{adv_id}"
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def play(text):
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r = client.post(f"{base}/actions", json={"type": "do", "text": text})
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assert r.status_code == 200, r.text
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# Turn one: a scratch. Retried into a beating. The story continues from the
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# beating, so the scratch is the attempt left behind — and the two differ by 35
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# hit points, which is the number a switch has to put back.
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ScriptedProvider.replies = [
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"You ease the door open and a nail catches your wrist.\n"
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"```state\n{\"player.hp\": -5}\n```",
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"The door slams back and takes you off your feet, down four steps onto "
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"stone.\n```state\n{\"player.hp\": -40}\n```",
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"The cellar is colder than the night outside, and it smells faintly sweet.",
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"Something moves along the far wall, keeping the dark between you.",
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]
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play("light the lantern and open the cellar door")
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r = client.post(f"{base}/retry")
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assert r.status_code == 200, r.text
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play("go down, one hand on the wall")
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db = SessionLocal()
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discarded = [
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a.id for a in db.query(models.Action)
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.filter(models.Action.adventure_id == adv_id, models.Action.type == "ai")
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.order_by(models.Action.id) if not a.live
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][0]
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db.close()
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client.post(f"{base}/memories", json={
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"text": "Fell down the cellar stairs; badly hurt, moving slowly."})
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r = client.post(f"{base}/actions/{discarded}/fork")
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assert r.status_code == 200, r.text
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play("keep the lantern high and look for the far wall")
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client.post(f"{base}/memories", json={
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"text": "Only a scratched wrist; still quick on your feet."})
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# Leave the reader on the original line, so the difference is one click away.
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root = client.get(f"{base}/branches").json()[0]["id"]
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client.patch(f"{base}/branches/{root}", json={"name": "The hard way down"})
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client.post(f"{base}/branches/{root}/switch")
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with engine.begin() as conn:
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conn.execute(text(f"PRAGMA user_version = {LATEST_VERSION}"))
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for b in client.get(f"{base}/branches").json():
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print(f" branch {b['id']}: name={b['name']!r} fork_depth={b['fork_depth']} "
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f"own={b['own_actions']} head={b['is_head']}")
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state = client.get(f"{base}/world-state").json()["state"]
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print(f" world state on head: {state.get('player')}")
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print(f" script state on head: {client.get(f'{base}/script-state').json()['state']}")
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print(f" memories: {len(client.get(f'{base}/memories').json())}")
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print(f"fixture written: {OUT}")
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@@ -1091,7 +1091,7 @@ function orderBranches(branches) {
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// Delete is here rather than in some later subphase because nothing prunes a
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// tree on its own — this panel is the first place a fork can be made, so it
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// has to be the first place one can be unmade.
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function BranchPanel({ advId, refreshKey, onSwitched, onError }) {
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function BranchPanel({ advId, refreshKey, onSwitched, onTreeChanged, onError }) {
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const [branches, setBranches] = useState(null)
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const [failed, setFailed] = useState(null)
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const [busyId, setBusyId] = useState(null)
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@@ -1113,6 +1113,10 @@ function BranchPanel({ advId, refreshKey, onSwitched, onError }) {
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try {
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await work()
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setTick((t) => t + 1)
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// Deleting a branch takes its memories with it, and nothing else on the
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// screen would hear about that — no turn is played, and the story on the
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// current path does not change by a single action.
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onTreeChanged()
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} catch (err) {
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onError(err.message)
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} finally {
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@@ -1841,8 +1845,12 @@ export default function Play() {
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return (
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<div className={`play-layout ${panel ? 'with-panel' : ''}`}>
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{/* Both drawers read per-adventure state that a branch switch puts back,
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so neither can key on the story's length alone: switching between two
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branches whose windows are both full changes every number in here
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without changing `actions.length` by one. */}
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<WorldStateDrawer advId={id} refreshKey={`${actions.length}:${stateKey}`} />
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<StatusDrawer advId={id} refreshKey={actions.length} />
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<StatusDrawer advId={id} refreshKey={`${actions.length}:${stateKey}`} />
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<div className="page play-page">
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<div className="page-header">
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<h1>{adventure.title}</h1>
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@@ -2021,7 +2029,10 @@ export default function Play() {
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onWorldStateChanged={() => setStateKey((k) => k + 1)} />
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) : panel === 'memory' ? (
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<MemoryPanel adventure={adventure} setAdventure={setAdventure}
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refreshKey={actions.length} />
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// The bank is adventure-wide, so a switch does not change it —
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// but deleting a branch deletes the memories that hung off it,
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// and that happens without a turn being played.
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refreshKey={`${actions.length}:${stateKey}`} />
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) : panel === 'scripts' ? (
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<ScriptsPanel advId={id} />
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) : panel === 'branches' ? (
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@@ -2035,11 +2046,16 @@ export default function Play() {
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// the two operations that move the head.
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refreshKey={`${actions.length}:${stateKey}`}
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onSwitched={adoptWindow}
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onTreeChanged={() => setStateKey((k) => k + 1)}
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onError={(message) => setToast({ text: message, isError: true })}
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/>
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) : (
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// Insights is the prompt as it would be sent *now*, which is built
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// from the story on the current path — so of everything on this
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// screen it is the panel a branch switch changes most completely.
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<InsightsPanel advId={id} inspectActionId={inspectActionId}
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onClearInspect={() => setInspectActionId(null)} refreshKey={actions.length} />
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onClearInspect={() => setInspectActionId(null)}
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refreshKey={`${actions.length}:${stateKey}`} />
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)}
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</div>
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)}
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@@ -745,12 +745,32 @@ Five things worth not rediscovering:
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group renumbers whenever an attempt is added, so an ordinal held across that points at
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a different take — the same reason SP4's note called the pager's index match "one line,
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and SP7 removes the pager anyway".
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- **The panel reloaded on the wrong thing, and only a browser could say so.** Its refresh
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key was `actions.length`. A fork taken from the story column swaps one 60-action window
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for another 60-action window, so the length never changes, and the panel went on
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drawing a one-branch tree while the story was already being read on a second. The
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server was correct throughout; nothing in 396 tests could see it. It keys off the
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counter `adoptWindow` bumps now.
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- **Four panels reloaded on the wrong thing, and only a browser could say so.**
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`actions.length` was the refresh key for the Branches panel, the Status drawer
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(script state), Insights and the Memory Bank. **A branch switch does not change the
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length of the story** — it changes which story it is. So the Branches panel drew a
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one-branch tree while the reader was already on a second, Insights showed the prompt
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for the path just left, and the scoreboard kept the other line's numbers. The server
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was correct throughout, and nothing in 396 tests could see any of it. All four now key
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on `${actions.length}:${stateKey}`, and `stateKey` is bumped by `adoptWindow` — the two
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operations that move the head — plus branch deletion, which removes that branch's
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memories without a turn being played.
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`tools/branch_fixture.py` exists because of this: it builds two branches of **equal
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path length**, which is the case `actions.length` cannot distinguish at all. The
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`--keep` fixture could not have found it, and neither could a fixture whose branches
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happened to differ in length.
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**What a switch puts back was checked end to end, not just server-side.** SP5 already
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proved `restore_state` in `test_switching_restores_the_script_and_world_state`; what had
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never been looked at is whether the *screen* re-reads it. On `tools/branch_fixture.py`,
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switching between the two branches moves the World State drawer from **hp 60 to hp 95**
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live, redraws the bar, swaps the story to the other take (`hp -5`, not `hp -40`) and
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repoints Insights at the other path — "History: 5 of 5 actions", carrying the scratch and
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not the beating. The Memory Bank deliberately does *not* change: the drawer is
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adventure-wide so a memory can always be found and deleted, and it is retrieval that is
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path-scoped (`test_memory_nodes.py`). That split is worth stating out loud, because
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"memories did not change when I switched" reads as a bug and is the design.
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**The scroll path was driven, and it holds.** Three prepends on the 602-action fixture,
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60 actions and ~16,200 px each. The same DOM node stayed at viewport top 792 → 787 — a
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+16
-7
@@ -149,13 +149,22 @@ read the same `GET /branches`.
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`rename` had no column and no route; `delete` had no route. Migration 61 adds
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`branches.name`, and the two endpoints came with it.
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**One bug, and only a browser could have found it.** The panel refreshed on
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`actions.length`. Forking from the story column swaps a 60-action window for another
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60-action window, so the length never changes — the panel kept drawing a one-branch tree
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while the story was already being read on the second branch. The server was right the
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whole time and no test could see it. That is now three bugs on this frontend found by
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exercising it rather than by testing it, and the second found in a path that had just
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shipped.
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**One bug class, in four places, and only a browser could have found it.** The Branches
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panel, the Status drawer, Insights and the Memory Bank all refreshed on `actions.length`
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— and **a branch switch does not change the length of the story, it changes which story
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it is.** So the tree showed one branch while the reader was on a second, Insights showed
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the prompt for the path just left, and the scoreboard kept the other line's numbers. The
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server was right the whole time and no test could see any of it. All four key on
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`${actions.length}:${stateKey}` now.
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`backend/tools/branch_fixture.py` was written to catch exactly this and is worth keeping:
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a small bootable adventure with real stats whose **two branches have equal path length**,
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which is the case a length-based key cannot distinguish. `--keep` could not have found
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it. Run it, switch branches, and watch hp go 60 ↔ 95 with the drawer open.
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That is now four bugs on this frontend found by exercising it rather than by testing it,
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two of them in paths that had just shipped. The pattern is not subtle any more: **this
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frontend has no test runner, so anything not driven by hand is unverified.**
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**The scroll path is finally driven.** 602-action fixture, three prepends of ~16,200 px
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each: the same DOM node held viewport top 792 → 787, and the view stayed 48,174 px from
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