Nine findings from a review of the phase-14 stack. The one about a retry
withdrawing a memory is not a bug — a memory anchored to a node describes that
node, and it goes when the node goes. The root is the exception, and it is the
only one: migration 62 parked every memory written before memories had
coordinates on depth 0, so withdrawing the opening node would retire a whole
bank nobody attached there. A memory with no source range covers no story and
now stays; a summary that genuinely ends there is still withdrawn.
The rest are repairs.
* The adventure list quoted whichever attempt was written last rather than the
one the story tells, so switching back left the index disagreeing with the
page.
* A v1 import gave a typed memory no depth, rebuilding the NULL the migration
exists to remove — invisible until the imported adventure forked.
* The action cap counted a v1 file's turns, and a turn expands into a row per
saved attempt, so a file inside the cap could write a multiple of it.
* Forking a live node on a borrowed ancestor promoted a sibling on a branch the
caller never named. It is a branch switch, and now says so.
* Switching attempts left the state, status and memory panels reading the
previous take: the story does not change length, so nothing keyed on its
length noticed. Same class as the branch-switch bug this phase already fixed.
* A retry after switching back numbered the new attempt into the middle of the
group instead of the end.
* The cursor backfill numbered every action in the table once per adventure;
correlated to the adventure being updated, it is an index lookup instead.
* Renaming a branch answered own_actions=0.
And one behaviour change recorded rather than repaired: script-visible history
and actionCount no longer count blank-text rows. That is the right shape and
there is no reading compatible with both, so plan/14 says so.
409 tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_015H5qiyiR7gtFQaoDphHZ3g
Every read of an action now goes through a single module. `context/lineage.py`
turns a branch's stored lineage into the OR-of-ranges that is "this story", and
history, paging, the newest-action lookups, the index screen and the scripting
history API all select through it. A forgotten clause does not raise — it
quietly assembles a page, or a prompt, out of two different stories — so the
clause lives in one place rather than in a convention.
The read that mattered most was the shortcut: `_from_memory` sliced
`adventure.actions`, which is every branch's actions, not the path. It now cuts
the loaded collection down with the same predicate the SQL uses. Same trap one
layer up, and user-visible: `pipeline._history()` hands user scripts the story,
and was handing them the collection.
Tail reads window the lineage as well as the rows: the newest few entries cover
the context budget, so a story forked twenty times reads its tail with one
clause and costs 1.07x what an unforked story of the same length costs. The
estimate is depth arithmetic, and where a deleted action leaves a gap the read
notices it came up short and widens to the whole ancestry.
Ordering moves from `index` to `depth`, with `id` breaking ties. The two hold
the same numbers until retry stops mutating rows in SP4, but only one of them
is a position along a path.
One thing SP1 did not anticipate: wiring the writers was not enough. From here
a row without a branch is a row no read can see, and "every writer remembers"
has to hold for every fixture, script and test ever written — including the
SP0 baseline, which writes its actions straight to the database and must pass
unmodified. So the session enforces it: `tree.place_new_nodes` runs from
before_flush and places anything unplaced. The call sites keep their explicit
calls, because a node placed at the call site is placed before the code around
it reads it back.
316 tests green: the 297 from SP1, plus 19 in test_branch_clause.py.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
Backend:
- provider: fall back to parsing a plain JSON body when a server ignores
stream=true (was: silent empty turn); error if response has no text (#5)
- memorybank: clamp cursors after undo/retry shrinks the action list, and
translate summary_cursor (list position) to an Action.index boundary
before comparing with Memory.source_end (#7)
- memorybank: pinned memories now count toward the top_k budget (#8)
- memorybank: cosine() returns 0.0 on dimension mismatch; changing the
embedding model clears stored vectors so they re-embed (#9)
- scripting: MAX_STORY_CARDS cap now counts cards inserted during the
hook, so a script can't add unbounded cards in one turn (#10)
- settings: /test tolerates non-dict JSON from /models (#13)
- scenarios: import accepts worldInformation as a story-card source (#14)
Frontend:
- per-key debounce timers in PlotPanel and ScenarioEditor — editing two
things within 600ms no longer drops the first save (#15, #16)
- Continue button no longer discards typed input (#17)
- failed retry resyncs actions from the server instead of leaving the
removed action missing (#18)
- Settings save/test surface errors instead of hanging on Testing… (#19)
- InsightsPanel ignores stale responses from superseded requests (#20)
- placeholder scan includes story-card trigger keys (#21)
addStoryCard returning the 0-based index (falsy for the first card) matches
real AI Dungeon per the scripting guidebook — kept, documented (#11).
Statuses updated in CODE_REVIEW_FINDINGS.md; stale entries for previously
fixed items (#1-4, #6, #12) corrected.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KFsGHju9szibJJa2YJcdbg