M3: move the story's head instead of deleting its turns
Undo deleted. It removed the trailing AI action and the player action in front of it, pruned the memories covering them, and let the tip fall back to whatever survived. That made it the one operation in the application that destroyed accepted story, and it was why there was no Redo: the turns to move forward into no longer existed. Phase 0B demonstrated the head-cursor alternative in a disposable spike; this is that concept as production code. backend/app/head.py is the whole of it. Three questions that used to be one — where the story is being read, how far it is retained, and where it opens — are now three functions, and every caller that moves the head or asks about it goes through this module. The spike put the fork check in the write path and left Retry and Add-take on the old one; sharing the rules is what stops that divergence coming back. lineage.Path now caps every entry at the head, so hiding the retained future costs nothing at the call sites: the transcript, the context builder, attempts.preceding and memory retrieval already funnelled through path_of and narrow together. Path.uncapped() is the deliberate exception, and only Redo and the fork check may use it. The memory bank needs no pruning for the same reason — a memory carries the coordinate of the node its block ends on, so one derived past the head falls outside the capped clause and becomes retrievable again on Redo without having been deleted and re-embedded. Undo alone does not fork. Moving the head is not a decision to abandon anything, since the user may be reading or about to Redo; the first write below the head is where the story states which continuation it means. A head already at the tip forks nothing, so a story that is never undone forks exactly as often as it did before and the branch table does not fill up with one branch per turn. Redo follows the lineage rather than choosing among branches, which is what invalidates it after a divergence with no flag to set or clear. Migrations 78 and 79 give a branch superseded_at and superseded_depth. Nothing reads them to decide behaviour — Redo is decided by the lineage, so a stale or hand-edited value here cannot make the story wrong. They exist so the cleanup and discarded-history features left to a later version have something to select on, and so a divergence is observable in a test. Deleting an action no longer drags a moved-back head forward to the recomputed tip, which would have silently redone the story. can_undo and can_redo ride on AdventureOut and ActionPage because the client can work out neither for itself: the campaign opening may be off the top of the loaded window, and the retained future is never sent to it. This is a checkpoint, not the finished milestone. 601 backend tests pass. Five still assert the destructive contract — they count rows after an undo and expect the story to be shorter — and need rewriting against the new one; the world-state assertions inside them already pass. Export and import do not yet carry the head coordinate, so a bundle still reopens at the deepest node and can silently redo an undone story, which is the Phase 0B finding this milestone exists to close. The browser has no Redo control yet. None of the M3 acceptance coverage (D01-D10, E01-E04, I01-I03, I07, L01-L02) is written. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QF5TcoB86QADgjHz1GZe8u
This commit is contained in:
co-authored by
Claude Opus 5
parent
2fdd2547f0
commit
903fa7a74f
@@ -11,7 +11,7 @@ from fastapi import Depends, HTTPException, Request
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from fastapi.responses import StreamingResponse
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from sqlalchemy.orm import Session
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from ... import attempts, limits, memorybank, models, schemas, tree
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from ... import attempts, head, limits, memorybank, models, schemas, tree
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from ...context import cursors
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from ...context import lineage
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from ...database import get_db
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@@ -19,8 +19,8 @@ from ...sse import SSE_HEADERS
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from . import turns
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from .deps import CurrentUser, current_adventure, router
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from .nodes import delete_turn, last_action, stand_on
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from .paging import action_window, annotate_takes, current_window
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from .nodes import last_action, stand_on
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from .paging import current_window
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@router.post("/{adventure_id}/retry")
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@@ -33,24 +33,44 @@ def retry_action(
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):
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"""Regenerates the last AI action and keeps the discarded attempt.
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The attempt on screen stays as it was written. The shared script state and
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world state roll back to what the node before it left behind, and the new
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attempt is stored as a sibling at the same coordinate. No text the AI wrote
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is rewritten or deleted.
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The attempt on screen stays as it was written. The world state rolls back to
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what the node before it left behind, and the new attempt is stored as a
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sibling at the same coordinate. No text the AI wrote is rewritten or deleted.
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M3 added the one case that cannot be a sibling. Retrying the turn the head
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rests on while a retained future still descends from it would leave that
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future hanging off a take that is no longer live — the story after it was
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written to continue the old text. So a retry from behind the tip takes a
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branch instead, exactly as `add_take` does for a turn the story has moved
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past. It is the same operation reached from a different button.
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"""
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turns.acquire_turn_lock(adventure_id)
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last_ai = None
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try:
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newest = last_action(adventure, db)
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if newest is not None and newest.type == "ai":
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last_ai = newest
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# Read this before anything moves, and note it is *not*
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# `fork_if_behind_head`: this fork leaves the path just in front of
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# the turn being retried rather than at the head, so the new take
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# lands at the same depth under the same parent.
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diverging = head.behind_tip(db, adventure)
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if diverging:
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departed = lineage.branch_of(db, adventure)
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tree.branch_at(db, adventure, (newest.depth or 0) - 1)
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if departed is not None:
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head.mark_superseded(departed, (newest.depth or 0) - 1)
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else:
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# Only a sibling attempt names the node it replaces. A branched
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# take is a fresh node at the same coordinate, so `generate_turn`
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# places it through the tree rather than through `add_attempt`.
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last_ai = newest
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# Roll the state back to before this AI turn's hooks ran, so that
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# regenerating starts from a clean state rather than applying output
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# mutations on top of the attempt being replaced. If the preceding
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# node has no snapshot, which happens for a pre-SP4 row that the
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# migration could not derive one for, this call does nothing and
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# leaves the state as it is.
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attempts.roll_back_before(db, adventure, last_ai)
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attempts.roll_back_before(db, adventure, newest)
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db.commit()
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db.refresh(adventure)
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except BaseException:
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@@ -137,6 +157,17 @@ def select_variant(
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"Only the latest message can be switched — the story has already "
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"continued from this one.",
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)
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if head.behind_tip(db, adventure):
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# The head is behind the retained tip, so this turn reads as the newest
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# one but still has an accepted future descending from it. Switching the
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# live take in place would leave that future continuing text the story
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# no longer tells. Forking is the operation that does this safely, and
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# `/fork` is where it lives.
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raise HTTPException(
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400,
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"This turn has a later story that was undone but kept. Redo first, "
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"or use another take to start a new line from here.",
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)
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turns.acquire_turn_lock(adventure_id)
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try:
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chosen = rows[payload.index]
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@@ -263,7 +294,15 @@ def add_take(
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retry_of = None
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try:
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newest = last_action(adventure, db)
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at_the_tip = newest is not None and newest.id == action.id
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# `last_action` reads the capped path, so under a moved-back head it
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# reports the node at the head as the newest one. A turn with a retained
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# future is not a leaf, whatever the capped read says, so ask the head
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# module rather than trusting the depth comparison alone (M3).
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at_the_tip = (
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newest is not None
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and newest.id == action.id
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and not head.behind_tip(db, adventure)
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)
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if at_the_tip and action.type == "ai":
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# Nothing was played after it, so its attempts are still leaves and
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# a branch would serve no purpose. This is the `retry` path.
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@@ -274,7 +313,10 @@ def add_take(
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# text that is there now. The new attempt leaves the path just
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# before the turn, so that story keeps the attempt it was written
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# for.
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departed = lineage.branch_of(db, adventure)
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tree.branch_at(db, adventure, action.depth - 1)
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if departed is not None:
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head.mark_superseded(departed, action.depth - 1)
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attempts.roll_back_before(db, adventure, action)
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adventure.updated_at = models.utcnow()
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db.commit()
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@@ -309,71 +351,78 @@ def undo_turn(
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db: Session = Depends(get_db),
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adventure: models.Adventure = Depends(current_adventure),
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):
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"""Deletes the last turn: the trailing AI action and its player action, if any.
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"""Moves the story back one turn. Deletes nothing (M3).
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The endpoint also rolls the shared `script_state` back to before that turn
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ran, and it prunes any memory that summarized the removed actions. The turn
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lock prevents an undo while a turn is still generating.
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This endpoint used to remove the trailing AI action and the player action in
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front of it, prune the memories that covered them, and let the tip fall back
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to whatever survived. Undoing was therefore the one operation in the
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application that destroyed accepted story, and it was why there was no Redo:
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the turns to move forward into no longer existed.
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Now it moves `adventure.head_depth`. The rows stay exactly where they are,
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still live, still on their branch, and `lineage.Path` stops every read at the
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head instead. The transcript, the assembled context, `attempts.preceding` and
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memory retrieval all narrow together, because all four already funnelled
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through the same path object.
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The memory bank needs no pruning for the same reason. A memory carries the
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coordinate of the node its block ends on, so a memory derived from a turn
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that is now past the head falls outside the capped clause and stops being
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retrievable — and becomes eligible again on Redo, without having been deleted
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and re-embedded. That is `STORY-BRANCH-SEMANTICS.md` §33 for free.
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The state comes back from the node the story now ends on, which recorded what
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it left behind when it played. See `head.move_to`.
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"""
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turns.acquire_turn_lock(adventure_id)
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try:
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# Only the last turn is removed, so fetch the two actions it can
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# consist of rather than the whole story.
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newest = (
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db.query(models.Action)
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.filter(
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models.Action.adventure_id == adventure.id,
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lineage.path_of(db, adventure).clause(models.Action),
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)
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.order_by(models.Action.depth.desc(), models.Action.id.desc())
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.limit(2)
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.all()
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)
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if not newest or newest[0].type == "start":
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target = head.undo_target(db, adventure)
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if target is None:
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raise HTTPException(400, "Nothing to undo")
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last = newest[0]
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before_that = newest[1] if len(newest) > 1 else None
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# Undo only what this branch owns. Everything before the fork is
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# borrowed from an ancestor and is part of that ancestor's story too, so
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# an undo here must never delete a turn out of another branch. The test
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# reads the row's own branch rather than the fork depth, because the
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# branch is what decides the case.
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if last.branch_id != adventure.head_branch_id:
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raise HTTPException(
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400, "Nothing to undo on this branch — the turns before it "
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"belong to the branch it was forked from.",
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)
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first_removed = last
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if (last.type == "ai" and before_that is not None
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and before_that.type in ("do", "say", "story")
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and before_that.branch_id == adventure.head_branch_id):
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first_removed = before_that
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# The state the story returns to once the turn is gone, which is what
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# the node before the earliest removed one left behind. Read it before
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# the deletes, while those rows are still in the story.
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restore_to = attempts.preceding(db, adventure, first_removed)
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delete_turn(db, adventure, last)
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if first_removed is not last:
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delete_turn(db, adventure, first_removed)
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attempts.restore_state(adventure, restore_to)
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db.flush() # Apply the deletes before anything reads the story back.
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db.expire(adventure, ["actions"])
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# The tip moves back with the deleted rows.
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tree.refresh_head(db, adventure)
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depth, _first_stepped = target
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head.move_to(db, adventure, depth)
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adventure.updated_at = models.utcnow()
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db.commit()
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db.refresh(adventure)
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# Return the newest window rather than the whole story. The client
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# replaces its transcript with this response, and the transcript is a
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# window. Returning everything would defeat the paging on the action a
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# player is most likely to repeat several times in a row.
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actions, total, has_more = action_window(db, adventure)
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return schemas.ActionPage(
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actions=[
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schemas.ActionOut.model_validate(a)
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for a in annotate_takes(db, adventure.id, actions)
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],
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total=total,
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has_more=has_more,
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)
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return current_window(db, adventure)
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finally:
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turns._active_turns.discard(adventure_id)
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@router.post("/{adventure_id}/redo", response_model=schemas.ActionPage)
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def redo_turn(
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adventure_id: int,
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db: Session = Depends(get_db),
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adventure: models.Adventure = Depends(current_adventure),
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):
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"""Moves the story forward again into the continuation Undo stepped out of.
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Redo exists because Undo stopped deleting. It walks the head forward over one
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whole turn along the retained lineage, and restores the state that turn left
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behind.
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It follows the lineage rather than choosing among branches, which is what
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makes it invalidate itself correctly. Writing below a moved-back head forks,
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and from the new branch the displaced future is no longer on the lineage at
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all — so there is nothing ahead to walk into and this returns 400 without any
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flag having to be set or cleared. `STORY-BRANCH-SEMANTICS.md` §8.
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400 is also what a head already at the tip gets, which is the ordinary case
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for a story that has never been undone.
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"""
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turns.acquire_turn_lock(adventure_id)
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try:
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depth = head.redo_target(db, adventure)
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if depth is None:
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raise HTTPException(400, "Nothing to redo")
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head.move_to(db, adventure, depth)
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adventure.updated_at = models.utcnow()
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db.commit()
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db.refresh(adventure)
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return current_window(db, adventure)
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finally:
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turns._active_turns.discard(adventure_id)
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