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
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co-authored by
Claude Opus 5
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commit
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@@ -13,6 +13,7 @@ Read the modules in this order to follow a turn from end to end:
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turns playing a turn, and the lock that allows only one at a time
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takes retries and the attempts that collect at one coordinate
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branches where a story splits
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checkpoints Save Points: durable names for positions the head can return to
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What this package re-exports, and what it deliberately does not:
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@@ -31,6 +32,7 @@ from . import ( # noqa: F401
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turns,
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takes,
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branches,
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checkpoints,
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bundle_io,
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refresh,
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insights,
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@@ -0,0 +1,258 @@
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"""M4: Save Points — create, list, rename, delete, and restore.
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A Save Point is a durable named pointer to a story position and nothing else.
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It stores a coordinate, never a copy of any story, and restoring one moves the
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active head to that coordinate. That is the whole design, and it is what
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`BUILD-MILESTONES.md`'s note on M4 and ADR 012 ask for: M3 made the head a
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stored `(branch, depth)` and made arriving at one a row lookup plus a state
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restore, so a Save Point needs no restore machinery of its own.
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What is deliberately absent from this module, because a second copy of any of it
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would be the failure M4 is warned about:
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* no head fields are assigned here — `head.move_to_node` moves the head, and
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`head.move_to` under it restores the state, exactly as Undo and Redo do;
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* nothing reconstructs state, prunes a memory, copies a turn, or deletes one;
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* nothing forks. Restore is not a decision to abandon anything, so it creates no
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branch. The first write below the restored head forks, through the same
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`fork_if_behind_head` every other write goes through, and the displaced future
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stays retained (`STORY-BRANCH-SEMANTICS.md` §20).
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The user-facing word is "Save Point" and the internal one is `checkpoint`
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(`BROWSER-UX-SPEC.md` §23). Error strings here are read by a player, so they say
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Save Point.
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"""
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from fastapi import Depends, HTTPException
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from sqlalchemy.orm import Session
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from ... import head, models, schemas
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from ...context import lineage
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from ...database import get_db
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from . import turns
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from .deps import current_adventure, router
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from .paging import current_window
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def _node_at(
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db: Session, adventure: models.Adventure, branch_id: int, depth: int
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) -> models.Action | None:
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"""Returns the live turn a Save Point's coordinate names, or None.
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The lookup is by coordinate and is not scoped to any path. That is the
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point of it: a Save Point outlives the reader moving away, so the question
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it has to answer is "is this position still in this campaign's retained
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history", not "is it on the story being read now". Whether it is on the
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current path is a separate question, and `head.move_to_node` is what acts on
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the answer.
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`live` is what makes the coordinate follow a retry. One coordinate can hold
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several attempts at a turn, and a Save Point names the turn rather than the
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attempt, so it lands on whichever take the story currently tells.
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"""
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return (
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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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models.Action.branch_id == branch_id,
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models.Action.depth == depth,
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models.Action.live.is_(True),
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)
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.order_by(models.Action.id)
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.first()
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)
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def _rendered(
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db: Session, adventure: models.Adventure, checkpoint: models.Checkpoint
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) -> schemas.CheckpointOut:
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"""Reads one Save Point out with the three facts the panel needs about it."""
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node = _node_at(db, adventure, checkpoint.branch_id, checkpoint.depth)
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out = schemas.CheckpointOut.model_validate(checkpoint)
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# The same `depth + 1` the branch list counts with, so "turn 42" means the
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# same thing in both places.
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out.turn = checkpoint.depth + 1
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out.resolved = node is not None
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out.on_path = node is not None and lineage.path_of(db, adventure).uncapped().contains(node)
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return out
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def _get_or_404(
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db: Session, adventure: models.Adventure, checkpoint_id: int
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) -> models.Checkpoint:
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"""Resolves a Save Point id, refusing one that belongs to another campaign.
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The ownership check is the reason this is a function rather than a `db.get`
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at each call site. A Save Point names a position in one campaign's history,
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and a coordinate from another campaign would name a different story's turn —
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or, worse, resolve against this one by arithmetic coincidence. So the id is
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matched against this adventure, and a Save Point belonging to another is a
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404 rather than a restore of the wrong story.
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"""
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checkpoint = db.get(models.Checkpoint, checkpoint_id)
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if checkpoint is None or checkpoint.adventure_id != adventure.id:
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raise HTTPException(404, "Save Point not found")
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return checkpoint
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def _clean_name(raw: str) -> str:
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"""Returns the trimmed name, refusing one that is blank once trimmed."""
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name = (raw or "").strip()
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if not name:
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raise HTTPException(400, "A Save Point needs a name.")
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return name
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@router.get("/{adventure_id}/checkpoints", response_model=list[schemas.CheckpointOut])
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def list_checkpoints(
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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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"""Returns the campaign's Save Points, newest first.
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Newest first rather than in story order, because story order is not
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something this list can honestly claim. Depths are positions along a path,
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and two Save Points on lines that parted company are not comparable by depth
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at all — ordering by it would draw a sequence that no reading of the story
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passes through. When they were made is a fact about all of them.
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"""
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rows = (
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db.query(models.Checkpoint)
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.filter(models.Checkpoint.adventure_id == adventure.id)
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.order_by(models.Checkpoint.created_at.desc(), models.Checkpoint.id.desc())
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.all()
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)
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return [_rendered(db, adventure, row) for row in rows]
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@router.post(
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"/{adventure_id}/checkpoints",
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response_model=schemas.CheckpointOut,
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status_code=201,
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)
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def create_checkpoint(
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payload: schemas.CheckpointCreate,
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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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"""Names the position the story is currently being read at.
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The active head, not the retained tip. Creating a Save Point after two Undos
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saves the undone position, because that is where the reader is and the
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position they are looking at is the one they mean. The distinction only
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exists at all because M3 stopped Undo from deleting.
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The node at the head is resolved before the row is written, and its own
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branch is what gets stored — which is not always the branch being read. A
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head resting in a shared prefix sits on an ancestor's node, and the
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ancestor is the branch that still names that position after the reader has
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forked away from it.
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"""
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name = _clean_name(payload.name)
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node = head.node_at(db, adventure, adventure.head_depth)
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if node is None:
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raise HTTPException(400, "There is no turn here to save yet.")
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checkpoint = models.Checkpoint(
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adventure_id=adventure.id,
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name=name,
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note=payload.note or "",
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branch_id=node.branch_id,
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depth=node.depth,
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)
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db.add(checkpoint)
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db.commit()
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db.refresh(checkpoint)
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return _rendered(db, adventure, checkpoint)
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@router.patch(
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"/{adventure_id}/checkpoints/{checkpoint_id}",
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response_model=schemas.CheckpointOut,
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)
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def rename_checkpoint(
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checkpoint_id: int,
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payload: schemas.CheckpointRename,
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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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"""Changes a Save Point's label. Nothing else about it moves.
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Not the coordinate, not the head, not a row of story. A Save Point that has
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been renamed restores to exactly the position it did before, which is
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`STORY-BRANCH-SEMANTICS.md` §23.
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"""
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checkpoint = _get_or_404(db, adventure, checkpoint_id)
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if payload.name is not None:
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checkpoint.name = _clean_name(payload.name)
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if payload.note is not None:
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checkpoint.note = payload.note
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db.commit()
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db.refresh(checkpoint)
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return _rendered(db, adventure, checkpoint)
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@router.delete("/{adventure_id}/checkpoints/{checkpoint_id}", status_code=204)
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def delete_checkpoint(
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checkpoint_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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"""Removes the named pointer, and only the pointer.
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The turn it named stays, its branch stays, the future past it stays, and the
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head does not move. This endpoint deletes one row of the `checkpoints`
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table. `STORY-BRANCH-SEMANTICS.md` §25.
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"""
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checkpoint = _get_or_404(db, adventure, checkpoint_id)
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db.delete(checkpoint)
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db.commit()
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return None
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@router.post(
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"/{adventure_id}/checkpoints/{checkpoint_id}/restore",
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response_model=schemas.ActionPage,
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)
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def restore_checkpoint(
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adventure_id: int,
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checkpoint_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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"""Returns the story to a Save Point, deleting nothing.
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Four steps, and the last one is not this module's code: resolve the
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coordinate, refuse it if it no longer names a live turn, hand it to
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`head.move_to_node`, and answer with the window the head now caps. The
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transcript, the world state, the assembled context and which memories can be
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retrieved all move together, because all four already read through the one
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path object the head caps — the same reason Undo needed no memory pruning.
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The turns past the restored position are retained, exactly as they are after
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an Undo, and ordinary Redo can still walk forward into them until the user
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writes something different. Restore does not fork; the first write below the
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head does.
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A coordinate that no longer resolves is refused rather than approximated.
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Moving the head to the nearest surviving turn would be the one outcome worse
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than doing nothing: a Save Point that silently means somewhere else.
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"""
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checkpoint = _get_or_404(db, adventure, checkpoint_id)
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turns.acquire_turn_lock(adventure_id)
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try:
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node = _node_at(db, adventure, checkpoint.branch_id, checkpoint.depth)
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if node is None:
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raise HTTPException(
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409,
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"That Save Point's position is no longer part of this story.",
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)
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head.move_to_node(db, adventure, node)
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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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# A window, not the whole story, for the reason Undo gives: the client
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# replaces its transcript with this, and the transcript is a window.
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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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