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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Claude Opus 5
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@@ -22,6 +22,7 @@ import { BranchPanel } from './panels/BranchPanel'
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import { InsightsPanel } from './panels/InsightsPanel'
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import { MemoryPanel } from './panels/MemoryPanel'
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import { PlotPanel } from './panels/PlotPanel'
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import { SavePointPanel } from './panels/SavePointPanel'
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const MODES = ['do', 'say', 'story']
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const PLAYER_TYPES = ['do', 'say', 'story']
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@@ -68,7 +69,7 @@ export default function Play() {
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const [busy, setBusy] = useState(false)
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const [toast, setToast] = useState(null)
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const [editing, setEditing] = useState(null)
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const [panel, setPanel] = useState(null) // null | 'plot' | 'insights'
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const [panel, setPanel] = useState(null) // null | 'plot' | 'memory' | 'branches' | 'savepoints' | 'insights'
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// Bumped when something outside the turn loop changes the drawers' state
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// (currently "Update from scenario"), which no action count would reflect.
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const [stateKey, setStateKey] = useState(0)
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@@ -545,6 +546,8 @@ export default function Play() {
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onClick={() => setPanel(panel === 'memory' ? null : 'memory')}>Memory</button>
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<button className={panel === 'branches' ? 'active' : ''}
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onClick={() => setPanel(panel === 'branches' ? null : 'branches')}>Branches</button>
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<button className={panel === 'savepoints' ? 'active' : ''}
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onClick={() => setPanel(panel === 'savepoints' ? null : 'savepoints')}>Save Points</button>
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<button className={panel === 'insights' ? 'active' : ''}
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onClick={() => { setInspectActionId(null); setPanel(panel === 'insights' ? null : 'insights') }}>
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Insights
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@@ -714,6 +717,13 @@ export default function Play() {
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from here: that future is retained, but it is no longer the
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continuation this story tells. */}
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<button onClick={redo} disabled={busy || !history.redo} title="Ctrl+Shift+Z">↷ Redo</button>
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{/* Save Point sits with the history controls because that is what
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it is: a name for a position Undo and Redo move between. The
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button opens the panel, where the name is typed — the moment it
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saves is wherever the story is being read, so there is nothing
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to choose first. */}
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<button onClick={() => setPanel('savepoints')} disabled={busy}
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title="Name this moment so you can come back to it">⚑ Save Point</button>
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</div>
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<div className="input-bar">
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<div className="mode-select">
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@@ -752,7 +762,10 @@ export default function Play() {
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{panel && (
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<div className="side-panel">
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<div className="side-panel-header">
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<h2>{{ plot: 'Plot Components', memory: 'Memory Bank', branches: 'Branches', insights: 'Insights' }[panel]}</h2>
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<h2>{{
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plot: 'Plot Components', memory: 'Memory Bank', branches: 'Branches',
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savepoints: 'Save Points', insights: 'Insights',
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}[panel]}</h2>
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<button onClick={() => setPanel(null)}>✕</button>
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</div>
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{panel === 'plot' ? (
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@@ -764,6 +777,17 @@ export default function Play() {
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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 === 'savepoints' ? (
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// Restoring one moves the story exactly as Undo and Redo do, so it
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// adopts the returned window the same way a branch switch does —
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// the state panels are showing another position's numbers until
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// they re-read.
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<SavePointPanel
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advId={id}
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refreshKey={`${actions.length}:${stateKey}`}
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onRestored={adoptWindow}
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onError={(message) => setToast({ text: message, isError: true })}
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/>
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) : panel === 'branches' ? (
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<BranchPanel
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advId={id}
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