M4: add durable named Save Points

A Save Point is a name for a story position, and restoring one is head
movement. That is the whole architecture, and it is what ADR 012 and
BUILD-MILESTONES' note on M4 asked for: M3 made the head a stored
(branch, depth) and made arriving at one a row lookup plus a state restore,
so a Save Point needs no restore machinery of its own.

What the user gets:

- Name the moment they are reading, keep playing, restart the app, and come
  back to it. Restoring moves the story back and deletes nothing: the later
  turns stay, Redo still walks forward into them, and writing something
  different is what starts a new line while the old one is kept.
- Rename, delete, and a list, in a Save Points panel beside the branch panel,
  with a Save Point button next to Undo and Redo. Both confirmations say what
  is *not* destroyed, because that is the part the screen cannot show.
- Save Points survive export and import.

What was deliberately not built:

- No second restore path. `head.move_to_node` is the only new movement: its
  depth half is M3's `head.move_to` unchanged, and its branch half is the
  single assignment `switch_branch` already makes. No head field is written
  in the checkpoint router, nothing reconstructs state, nothing prunes a
  memory, nothing copies or deletes a turn, and restore never forks — the
  first write below the restored head does, through `fork_if_behind_head`.
- No automatic cleanup. A Save Point behind the head, or naming a line the
  story left, is doing its job (STORY-BRANCH-SEMANTICS §19). The one removal
  is a cascade: deleting a branch takes its Save Points, as it takes its
  memories, because the story they named went with it.
- No new ADR. ADR 012 already decides the architecture, and a table is not a
  decision.

The one call the planning package did not already make: restore moves the
branch half of the head only when the coordinate is off the path being read.
Doing it unconditionally would quietly hand back an abandoned continuation
whenever a Save Point in a shared prefix was restored; never doing it would
make a Save Point on a departed line unrestorable, which contradicts §19.
TECHNICAL-DESIGN §8.8 records it.

Schema: a `checkpoints` table holding a name, an optional note and a
(branch, depth) coordinate — no copy of any story. `create_all` builds it as
it did `memories` and `branches`; migration 80 adds the index. No backfill,
because nobody had named a position before M4.

The coordinate is deliberately not an action id: one coordinate holds every
attempt at a turn and exactly one is live, so a coordinate follows a retry
where a row id would pin a take the story no longer tells.

Tests: 680 pass (638 before). 42 new in tests/test_save_points.py covering
D11-D14, I04, L03, E-series lineage and memory isolation after restore and
divergence, the edge cases, and an M3-database migration. One pre-existing
fixture in test_tree_migration.py needed `checkpoints` added to its drop
list — SQLite refuses to drop a table another table references.

Not verified: the browser. No session has had a usable one, so the Save
Point panel's DOM behaviour is unobserved — as M3's Redo control still is.
The twenty-step sequence was driven over HTTP against a live server with a
real process restart instead, and all seventeen checks pass. M4 is
implemented, not accepted: no review has been written.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
This commit is contained in:
JesseMarkowitz
2026-09-03 18:48:54 -04:00
co-authored by Claude Opus 5
parent 3c8e91f644
commit e08d49c3eb
20 changed files with 2272 additions and 26 deletions
+124
View File
@@ -134,6 +134,16 @@ def export(db: Session, adventure: models.Adventure) -> dict:
"memoryCursor": _exported_anchor(adventure, cursors.MEMORY, local),
"summaryCursor": _exported_anchor(adventure, cursors.SUMMARY, local),
"memories": [_exported_memory(m, local) for m in adventure.memories],
# M4. A Save Point is a decision — someone chose this position and gave
# it a name — so it goes in the file by the rule at the top of this
# module. Nothing here is derived: the coordinate is the one stored, not
# one recomputed from the rows, because the whole point of the pointer
# is that no amount of reading the turns can tell you which one somebody
# named. A bundle written before M4 has no key here and imports with no
# Save Points, which is what such a campaign had.
"checkpoints": [
_exported_checkpoint(c, local) for c in _checkpoints_of(db, adventure)
],
"storyCards": [
{"type": c.type, "name": c.name, "keys": c.keys,
"entry": c.entry, "notes": c.notes}
@@ -215,6 +225,35 @@ def _exported_memory(memory: models.Memory, local: dict[int, int]) -> dict:
}
def _checkpoints_of(db: Session, adventure: models.Adventure) -> list[models.Checkpoint]:
"""Returns the campaign's Save Points in creation order.
Read with a query rather than through a relationship, for the reason
`models.Branch` declares none: a relationship on `Adventure` would be loaded
by anything that touches an adventure, and the export is the only thing in
the application that wants every Save Point at once.
"""
return (
db.query(models.Checkpoint)
.filter(models.Checkpoint.adventure_id == adventure.id)
.order_by(models.Checkpoint.id)
.all()
)
def _exported_checkpoint(checkpoint: models.Checkpoint, local: dict[int, int]) -> dict:
return {
"name": checkpoint.name,
"note": checkpoint.note,
# The branch as a position in this file's list, like every other branch
# reference in the bundle. The depth is a coordinate along it and needs
# no translation.
"branch": _local(checkpoint.branch_id, local),
"depth": checkpoint.depth,
"createdAt": checkpoint.created_at.isoformat() if checkpoint.created_at else None,
}
def _imported_persona(persona) -> dict:
"""Reads a bundle's `persona` block into `Adventure` keyword arguments.
@@ -280,6 +319,13 @@ def plan(bundle: dict, version: str) -> dict:
"branches": branches,
"nodes": nodes,
"memories": _planned_memories(bundle, len(branches)),
# M4. Empty for a version 1 bundle and for any version 2 bundle written
# before Save Points existed, which is the same answer: no one had named
# a position in those campaigns.
"checkpoints": (
_planned_checkpoints(bundle, len(branches), nodes)
if version == FORMAT else []
),
"head": head,
# None means the file does not say, which is every version 1 bundle and
# every version 2 bundle written before M3. `_point_the_head` derives it
@@ -525,6 +571,57 @@ def _planned_memories(bundle: dict, branches: int) -> list[dict]:
return out
def _planned_checkpoints(
bundle: dict, branches: int, nodes: list[dict]
) -> list[dict]:
"""Returns the file's Save Points, checked against the tree it also carries.
A Save Point whose coordinate names no turn in the file is dropped rather
than imported, and dropped rather than raising. The two halves of that are
each deliberate:
* Dropped, because an imported pointer to a position the imported story does
not contain is a Save Point that can only ever refuse to restore. It would
be a row that exists to disappoint.
* Not a 400, unlike the head depth. The head is a position the campaign is
read at, so a file that misplaces it opens the story in the wrong place
and every read is affected. A Save Point is a bookmark, and a bad one
spoils nothing else in the file — refusing to import a whole campaign
because one bookmark is wrong would lose the story to save the bookmark.
A name that is blank once trimmed is dropped for the same reason the create
endpoint refuses one: an unnamed Save Point is not identifiable in a list.
"""
# Every coordinate the file writes, not only the ones it marks live.
# `_write_nodes` makes exactly one attempt at each coordinate live whatever
# the file says, so a coordinate that exists is a coordinate that will
# resolve — and reading the flags here would drop a Save Point over a
# question the writer has already settled.
written = {(n["branch"], n["depth"]) for n in nodes}
raw = bundle.get("checkpoints")
out: list[dict] = []
for entry in raw if isinstance(raw, list) else []:
if not isinstance(entry, dict):
continue
name = str(entry.get("name") or "").strip()[:schemas.CHECKPOINT_NAME_MAX]
if not name:
continue
depth = entry.get("depth")
if not _is_int(depth):
continue
branch = _as_index(entry.get("branch"), branches, default=None)
if branch is None or (branch, depth) not in written:
continue
out.append({
"name": name,
"note": str(entry.get("note") or ""),
"branch": branch,
"depth": depth,
"createdAt": _as_time(entry.get("createdAt")),
})
return out
def _planned_anchors(bundle: dict, branches: int) -> dict:
anchors = {}
for name in ("memory", "summary"):
@@ -550,6 +647,7 @@ def write(db: Session, adventure: models.Adventure, story: dict) -> None:
_write_nodes(db, adventure, story["nodes"], ids)
_write_memories(db, adventure, story["memories"], ids)
_point_the_head(adventure, story, ids)
_write_checkpoints(db, adventure, story["checkpoints"], ids)
_write_anchors(adventure, story, ids)
@@ -665,6 +763,32 @@ def _write_memories(
db.add(memory)
def _write_checkpoints(
db: Session, adventure: models.Adventure, specs: list[dict], ids: list[int]
) -> None:
"""Writes the Save Points, and moves nothing.
Note what this function does not touch. The head is pointed by
`_point_the_head` from the file's own `headBranch`/`headDepth`, and importing
a Save Point must not disturb it — a campaign exported at turn 30 with a
Save Point at turn 12 opens at turn 30. The bundle records where the story
was being read and, separately, which positions someone named; restoring one
of them is a thing the user does afterwards, not a thing an import does for
them.
"""
for spec in specs:
checkpoint = models.Checkpoint(
adventure_id=adventure.id,
name=spec["name"],
note=spec["note"],
branch_id=ids[spec["branch"]],
depth=spec["depth"],
)
if spec["createdAt"] is not None:
checkpoint.created_at = spec["createdAt"]
db.add(checkpoint)
def _point_the_head(
adventure: models.Adventure, story: dict, ids: list[int]
) -> None:
+34
View File
@@ -314,6 +314,40 @@ def move_to(db: Session, adventure: models.Adventure, depth: int) -> None:
attempts.restore_state(adventure, node_at(db, adventure, depth))
def move_to_node(db: Session, adventure: models.Adventure, node: models.Action) -> bool:
"""Moves the head onto `node`, changing line only if it is not on this one.
M4 restores a Save Point through this, and it adds no restoring of its own:
the depth half is `move_to` unchanged, so the state, the transcript, the
assembled context and memory eligibility all arrive exactly as they do for
Undo and Redo. Returns whether the line had to change as well as the depth,
which is the one thing about a restore a caller cannot work out afterwards.
The head is two values, and the two halves move for different reasons. A
Save Point almost always names a position on the story being read — its own
line, or the shared prefix that line inherits — and then only the depth
moves. Leaving the branch alone is what makes the restored position keep the
continuation it has: after a divergence, restoring to the shared prefix must
put the reader back on the *new* line, where Redo walks into the turns they
are still writing, not into the future they left. Reaching for the Save
Point's own branch there would quietly hand back the abandoned story.
The other case is real and has to work. A Save Point survives divergence
(`STORY-BRANCH-SEMANTICS.md` §19), so one can name a position on a line the
story has since left, and no amount of depth movement reaches a branch this
path does not contain. The line then moves as well — one assignment, the
same one `switch_branch` makes — and the depth still moves through
`move_to`. Nothing is created: a restore never forks, whichever case it
takes. The first write below the restored head does, through
`fork_if_behind_head`, like every other write.
"""
switched = not lineage.path_of(db, adventure).uncapped().contains(node)
if switched:
adventure.head_branch_id = node.branch_id
move_to(db, adventure, node.depth)
return switched
def fork_if_behind_head(db: Session, adventure: models.Adventure) -> bool:
"""Gives the story a new branch when a write would displace a retained future.
+11
View File
@@ -350,6 +350,17 @@ MIGRATIONS: list[tuple[int, str | dict[str, str]]] = [
# No backfill.
(78, "ALTER TABLE branches ADD COLUMN superseded_at TIMESTAMP"),
(79, "ALTER TABLE branches ADD COLUMN superseded_depth INTEGER"),
# M4: Save Points. `create_all` creates the `checkpoints` table itself, on
# existing databases as well as fresh ones, exactly as it did for
# `memories` at version 2 and `branches` at version 46. What it does not
# create is the index every list and every cascade reads, so that is what
# this version is.
#
# No backfill. A Save Point records a decision someone made, and nobody has
# made one yet: an M3 database has no position a user chose to name, and
# inventing one would be inventing the decision.
(80, "CREATE INDEX IF NOT EXISTS ix_checkpoints_adventure "
"ON checkpoints (adventure_id)"),
]
LATEST_VERSION = max((v for v, _ in MIGRATIONS), default=1)
+54
View File
@@ -241,6 +241,60 @@ class Branch(Base):
superseded_depth: Mapped[int | None] = mapped_column(Integer, nullable=True)
class Checkpoint(Base):
"""M4: a Save Point — a durable named pointer to a story position.
"Save Point" is what the user reads; `checkpoint` is what the code calls it
(`BROWSER-UX-SPEC.md` §23).
The row holds a name and a coordinate, and no story. `DATA-MODEL.md` §8
describes the pointer as naming a turn; the coordinate here is
`(branch_id, depth)`, which is what M3 made the head and what
`head.node_at` resolves. Restoring one is therefore head movement with a
bounds check rather than a restore system of its own — see ADR 012 and
`head.move_to_node`.
A coordinate rather than an action id, deliberately. One coordinate can
hold several attempts at a turn and exactly one of them is live, so a
retry replaces the row a Save Point would have pinned. "Turn 42 of this
line" survives a retry; "action 918" would point at a take the story no
longer tells.
`branch_id` is the branch the node itself sits on, not the branch that was
being read when the Save Point was made. Those differ whenever the head is
resting in a shared prefix, and the node's own branch is the one that still
names the position after the reader has moved elsewhere.
Deleting a branch deletes its Save Points, by the same cascade that takes
its memories: the story the pointer names is gone with it. Nothing else
removes one. They are not cleaned up for going stale, for being behind the
head, or for pointing into a future the story has left
(`STORY-BRANCH-SEMANTICS.md` §19).
"""
__tablename__ = "checkpoints"
id: Mapped[int] = mapped_column(primary_key=True)
adventure_id: Mapped[int] = mapped_column(
ForeignKey("adventures.id", ondelete="CASCADE")
)
name: Mapped[str] = mapped_column(String(120), default="")
# `DATA-MODEL.md` §8's optional notes, and `BROWSER-UX-SPEC.md` §24's
# optional second field. Empty is the ordinary case.
note: Mapped[str] = mapped_column(Text, default="")
branch_id: Mapped[int] = mapped_column(
ForeignKey("branches.id", ondelete="CASCADE")
)
depth: Mapped[int] = mapped_column(Integer)
created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow)
# Bumped by a rename, which is the only edit a Save Point allows. The
# coordinate is never rewritten: `STORY-BRANCH-SEMANTICS.md` §24 keeps a
# Save Point's meaning auditable by making "move it" delete-and-recreate.
updated_at: Mapped[datetime] = mapped_column(
DateTime, default=utcnow, onupdate=utcnow
)
class Memory(Base):
"""Phase 6: an auto-summarized (or hand-written) fact about the adventure.
@@ -13,6 +13,7 @@ Read the modules in this order to follow a turn from end to end:
turns playing a turn, and the lock that allows only one at a time
takes retries and the attempts that collect at one coordinate
branches where a story splits
checkpoints Save Points: durable names for positions the head can return to
What this package re-exports, and what it deliberately does not:
@@ -31,6 +32,7 @@ from . import ( # noqa: F401
turns,
takes,
branches,
checkpoints,
bundle_io,
refresh,
insights,
@@ -0,0 +1,258 @@
"""M4: Save Points — create, list, rename, delete, and restore.
A Save Point is a durable named pointer to a story position and nothing else.
It stores a coordinate, never a copy of any story, and restoring one moves the
active head to that coordinate. That is the whole design, and it is what
`BUILD-MILESTONES.md`'s note on M4 and ADR 012 ask for: M3 made the head a
stored `(branch, depth)` and made arriving at one a row lookup plus a state
restore, so a Save Point needs no restore machinery of its own.
What is deliberately absent from this module, because a second copy of any of it
would be the failure M4 is warned about:
* no head fields are assigned here — `head.move_to_node` moves the head, and
`head.move_to` under it restores the state, exactly as Undo and Redo do;
* nothing reconstructs state, prunes a memory, copies a turn, or deletes one;
* nothing forks. Restore is not a decision to abandon anything, so it creates no
branch. The first write below the restored head forks, through the same
`fork_if_behind_head` every other write goes through, and the displaced future
stays retained (`STORY-BRANCH-SEMANTICS.md` §20).
The user-facing word is "Save Point" and the internal one is `checkpoint`
(`BROWSER-UX-SPEC.md` §23). Error strings here are read by a player, so they say
Save Point.
"""
from fastapi import Depends, HTTPException
from sqlalchemy.orm import Session
from ... import head, models, schemas
from ...context import lineage
from ...database import get_db
from . import turns
from .deps import current_adventure, router
from .paging import current_window
def _node_at(
db: Session, adventure: models.Adventure, branch_id: int, depth: int
) -> models.Action | None:
"""Returns the live turn a Save Point's coordinate names, or None.
The lookup is by coordinate and is not scoped to any path. That is the
point of it: a Save Point outlives the reader moving away, so the question
it has to answer is "is this position still in this campaign's retained
history", not "is it on the story being read now". Whether it is on the
current path is a separate question, and `head.move_to_node` is what acts on
the answer.
`live` is what makes the coordinate follow a retry. One coordinate can hold
several attempts at a turn, and a Save Point names the turn rather than the
attempt, so it lands on whichever take the story currently tells.
"""
return (
db.query(models.Action)
.filter(
models.Action.adventure_id == adventure.id,
models.Action.branch_id == branch_id,
models.Action.depth == depth,
models.Action.live.is_(True),
)
.order_by(models.Action.id)
.first()
)
def _rendered(
db: Session, adventure: models.Adventure, checkpoint: models.Checkpoint
) -> schemas.CheckpointOut:
"""Reads one Save Point out with the three facts the panel needs about it."""
node = _node_at(db, adventure, checkpoint.branch_id, checkpoint.depth)
out = schemas.CheckpointOut.model_validate(checkpoint)
# The same `depth + 1` the branch list counts with, so "turn 42" means the
# same thing in both places.
out.turn = checkpoint.depth + 1
out.resolved = node is not None
out.on_path = node is not None and lineage.path_of(db, adventure).uncapped().contains(node)
return out
def _get_or_404(
db: Session, adventure: models.Adventure, checkpoint_id: int
) -> models.Checkpoint:
"""Resolves a Save Point id, refusing one that belongs to another campaign.
The ownership check is the reason this is a function rather than a `db.get`
at each call site. A Save Point names a position in one campaign's history,
and a coordinate from another campaign would name a different story's turn —
or, worse, resolve against this one by arithmetic coincidence. So the id is
matched against this adventure, and a Save Point belonging to another is a
404 rather than a restore of the wrong story.
"""
checkpoint = db.get(models.Checkpoint, checkpoint_id)
if checkpoint is None or checkpoint.adventure_id != adventure.id:
raise HTTPException(404, "Save Point not found")
return checkpoint
def _clean_name(raw: str) -> str:
"""Returns the trimmed name, refusing one that is blank once trimmed."""
name = (raw or "").strip()
if not name:
raise HTTPException(400, "A Save Point needs a name.")
return name
@router.get("/{adventure_id}/checkpoints", response_model=list[schemas.CheckpointOut])
def list_checkpoints(
db: Session = Depends(get_db),
adventure: models.Adventure = Depends(current_adventure),
):
"""Returns the campaign's Save Points, newest first.
Newest first rather than in story order, because story order is not
something this list can honestly claim. Depths are positions along a path,
and two Save Points on lines that parted company are not comparable by depth
at all — ordering by it would draw a sequence that no reading of the story
passes through. When they were made is a fact about all of them.
"""
rows = (
db.query(models.Checkpoint)
.filter(models.Checkpoint.adventure_id == adventure.id)
.order_by(models.Checkpoint.created_at.desc(), models.Checkpoint.id.desc())
.all()
)
return [_rendered(db, adventure, row) for row in rows]
@router.post(
"/{adventure_id}/checkpoints",
response_model=schemas.CheckpointOut,
status_code=201,
)
def create_checkpoint(
payload: schemas.CheckpointCreate,
db: Session = Depends(get_db),
adventure: models.Adventure = Depends(current_adventure),
):
"""Names the position the story is currently being read at.
The active head, not the retained tip. Creating a Save Point after two Undos
saves the undone position, because that is where the reader is and the
position they are looking at is the one they mean. The distinction only
exists at all because M3 stopped Undo from deleting.
The node at the head is resolved before the row is written, and its own
branch is what gets stored — which is not always the branch being read. A
head resting in a shared prefix sits on an ancestor's node, and the
ancestor is the branch that still names that position after the reader has
forked away from it.
"""
name = _clean_name(payload.name)
node = head.node_at(db, adventure, adventure.head_depth)
if node is None:
raise HTTPException(400, "There is no turn here to save yet.")
checkpoint = models.Checkpoint(
adventure_id=adventure.id,
name=name,
note=payload.note or "",
branch_id=node.branch_id,
depth=node.depth,
)
db.add(checkpoint)
db.commit()
db.refresh(checkpoint)
return _rendered(db, adventure, checkpoint)
@router.patch(
"/{adventure_id}/checkpoints/{checkpoint_id}",
response_model=schemas.CheckpointOut,
)
def rename_checkpoint(
checkpoint_id: int,
payload: schemas.CheckpointRename,
db: Session = Depends(get_db),
adventure: models.Adventure = Depends(current_adventure),
):
"""Changes a Save Point's label. Nothing else about it moves.
Not the coordinate, not the head, not a row of story. A Save Point that has
been renamed restores to exactly the position it did before, which is
`STORY-BRANCH-SEMANTICS.md` §23.
"""
checkpoint = _get_or_404(db, adventure, checkpoint_id)
if payload.name is not None:
checkpoint.name = _clean_name(payload.name)
if payload.note is not None:
checkpoint.note = payload.note
db.commit()
db.refresh(checkpoint)
return _rendered(db, adventure, checkpoint)
@router.delete("/{adventure_id}/checkpoints/{checkpoint_id}", status_code=204)
def delete_checkpoint(
checkpoint_id: int,
db: Session = Depends(get_db),
adventure: models.Adventure = Depends(current_adventure),
):
"""Removes the named pointer, and only the pointer.
The turn it named stays, its branch stays, the future past it stays, and the
head does not move. This endpoint deletes one row of the `checkpoints`
table. `STORY-BRANCH-SEMANTICS.md` §25.
"""
checkpoint = _get_or_404(db, adventure, checkpoint_id)
db.delete(checkpoint)
db.commit()
return None
@router.post(
"/{adventure_id}/checkpoints/{checkpoint_id}/restore",
response_model=schemas.ActionPage,
)
def restore_checkpoint(
adventure_id: int,
checkpoint_id: int,
db: Session = Depends(get_db),
adventure: models.Adventure = Depends(current_adventure),
):
"""Returns the story to a Save Point, deleting nothing.
Four steps, and the last one is not this module's code: resolve the
coordinate, refuse it if it no longer names a live turn, hand it to
`head.move_to_node`, and answer with the window the head now caps. The
transcript, the world state, the assembled context and which memories can be
retrieved all move together, because all four already read through the one
path object the head caps — the same reason Undo needed no memory pruning.
The turns past the restored position are retained, exactly as they are after
an Undo, and ordinary Redo can still walk forward into them until the user
writes something different. Restore does not fork; the first write below the
head does.
A coordinate that no longer resolves is refused rather than approximated.
Moving the head to the nearest surviving turn would be the one outcome worse
than doing nothing: a Save Point that silently means somewhere else.
"""
checkpoint = _get_or_404(db, adventure, checkpoint_id)
turns.acquire_turn_lock(adventure_id)
try:
node = _node_at(db, adventure, checkpoint.branch_id, checkpoint.depth)
if node is None:
raise HTTPException(
409,
"That Save Point's position is no longer part of this story.",
)
head.move_to_node(db, adventure, node)
adventure.updated_at = models.utcnow()
db.commit()
db.refresh(adventure)
# A window, not the whole story, for the reason Undo gives: the client
# replaces its transcript with this, and the transcript is a window.
return current_window(db, adventure)
finally:
turns._active_turns.discard(adventure_id)
+66
View File
@@ -25,6 +25,10 @@ ICON_MAX = 16 # One emoji or glyph. VARCHAR(16).
BRANCH_NAME_MAX = 80 # What a player called one line of the story. VARCHAR(80).
PERSONA_NAME_MAX = 80 # The protagonist's name. VARCHAR(80).
PERSONA_PRONOUNS_MAX = 40 # "they/them" and the like. VARCHAR(40).
# M4: what a player called a Save Point. VARCHAR(120). Wider than a branch name
# because these are sentences rather than labels — "Before entering the abbey"
# is the example the specification uses throughout.
CHECKPOINT_NAME_MAX = 120
Name = Annotated[str, Field(max_length=NAME_MAX)]
Tags = Annotated[str, Field(max_length=TAGS_MAX)]
@@ -35,6 +39,7 @@ Image = Annotated[str, Field(max_length=IMAGE_MAX)]
Icon = Annotated[str, Field(max_length=ICON_MAX)]
PersonaName = Annotated[str, Field(max_length=PERSONA_NAME_MAX)]
PersonaPronouns = Annotated[str, Field(max_length=PERSONA_PRONOUNS_MAX)]
CheckpointName = Annotated[str, Field(max_length=CHECKPOINT_NAME_MAX)]
class ORMModel(BaseModel):
@@ -267,6 +272,67 @@ class BranchRename(BaseModel):
name: Annotated[str, Field(max_length=BRANCH_NAME_MAX)] | None = None
# ---------- Save Points (M4) ----------
#
# "Save Point" is the user-facing term and `checkpoint` is the internal one
# (`BROWSER-UX-SPEC.md` §23). The wire format uses the internal name, as the
# rest of this module does.
class CheckpointOut(ORMModel):
"""One Save Point: a name and the position it names.
The position is reported three ways because the panel needs three different
things from it. `turn` is what a reader counts — the same `depth + 1` the
branch list shows. `depth` and `branch_id` are the coordinate itself.
`on_path` says whether the position lies on the story being read, which is
how the panel can tell a Save Point on this line from one naming a line the
story has left; restoring either works, but they are not the same offer.
`resolved` is false when the coordinate no longer names a live turn, which
an action deleted out of the middle of a story can do. Restore refuses such
a Save Point rather than moving the head somewhere approximate, so the list
says so before the button is pressed.
"""
id: int
adventure_id: int
name: str
note: str = ""
branch_id: int
depth: int
turn: int = 0
on_path: bool = True
resolved: bool = True
created_at: datetime
updated_at: datetime
class CheckpointCreate(BaseModel):
"""A Save Point at wherever the story is being read.
The position is not a field. A Save Point is made at the campaign's active
head, which the server already knows, and accepting a coordinate from the
client would be the second way to name a position — the thing this milestone
exists not to build.
"""
name: CheckpointName
note: Prose = ""
class CheckpointRename(BaseModel):
"""A new label, and nothing else.
There is deliberately no coordinate here. `STORY-BRANCH-SEMANTICS.md` §24
keeps a Save Point's meaning auditable by refusing to move one: rename it,
or delete it and make another where you are.
"""
name: CheckpointName | None = None
note: Prose | None = None
class ActionUpdate(BaseModel):
text: ActionText
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+7 -2
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@@ -119,7 +119,12 @@ def pre_tree():
# Dropping the tables is the only way to remove the columns.
# SQLite refuses to drop a column that a foreign key references,
# and that is exactly the case for `branch_id`.
for table in ("actions", "memories", "branches", "adventures"):
#
# `checkpoints` (M4) is dropped first and for a different reason: it
# references both `branches` and `adventures`, and SQLite refuses to
# drop a table another table still points at. Any future table that
# references these four has to be added to the front of this list.
for table in ("checkpoints", "actions", "memories", "branches", "adventures"):
conn.execute(text(f"DROP TABLE IF EXISTS {table}"))
for ddl in PRE_TREE_DDL:
conn.execute(text(ddl))
@@ -592,7 +597,7 @@ def pre_split():
Base.metadata.drop_all(bind=engine)
Base.metadata.create_all(bind=engine)
with engine.begin() as conn:
for table in ("actions", "memories", "branches", "adventures"):
for table in ("checkpoints", "actions", "memories", "branches", "adventures"):
conn.execute(text(f"DROP TABLE IF EXISTS {table}"))
for ddl in PRE_TREE_DDL:
conn.execute(text(ddl))