Compare commits

..
Author SHA1 Message Date
JesseMarkowitzandClaude Opus 5 62a997f364 M4: close out Save Points, with browser verification
Closes M4. The review's three findings are fixed, the durability rule the
specification always implied is now enforced, and M3's and M4's browser
behaviour has been verified in a real browser for the first time.

B-1 -- the Save Point list was an N+1 that loaded whole Action rows,
narration included, to answer "does a row exist here". It is now one bulk
two-column coordinate query plus one lineage: 53 SELECTs for 25 Save Points
became 5, and the count no longer grows with the list. The clause is an OR
of exact (branch, depth) pairs rather than two IN lists, because the cross
product would report a Save Point resolved on the strength of another one's
depth existing on this one's branch. A test builds exactly that trap.

B-2 -- reclassified during closeout from "missing warning" to a behaviour
defect, and fixed as one. STORY-BRANCH-SEMANTICS §19 says a named checkpoint
remains until explicitly deleted, and §28 already required future cleanup to
retain checkpoint-referenced paths; a cascade that silently removed Save
Points with a branch violated both, and a warning would only have documented
the violation. A branch a Save Point names can no longer be deleted. The
request is refused with the offending Save Points named, the user deletes
them explicitly -- which deletes no story -- and the branch then goes. The
scope is the subtree, because deleting a branch takes its descendants. Both
delete controls disable and explain. Recorded as a new §19.1; models.py,
TECHNICAL-DESIGN §8.8 and DATA-MODEL §8 had all recorded the cascade as the
rule and now record the refusal.

An earlier pass in this same closeout had kept the cascade and added a
warning. That was the wrong fix and its tests were replaced rather than left
standing, since they pinned the defect.

B-3 -- the D11/L03 automation never left one process, so it could not
distinguish durable state from a live Python object. It now spawns real
server processes, kills the first, and reads the campaign back with the
second.

C-5 -- creating a Save Point takes the campaign's turn lock. "Save where I
am" has to name one committed position, and the head is what a turn in
flight is about to move. Rename and Delete deliberately do not take it.

The architecture is untouched: a Save Point is still name + note +
(branch, depth), and restore is still coordinate -> head.move_to_node ->
head.move_to -> attempts.restore_state. No second restore path, no state
copied into a checkpoint, no fork on restore.

Browser verification -- the first in this project, and it covers both
milestones. Firefox 154.0.1 through geckodriver over the W3C WebDriver
protocol, driving the rendered DOM: 47/47 checks, twice, on independent
databases, no console errors. M3's Undo/Redo enable states, transcript
movement, Retry and the take pager, divergence retiring Redo; M4's whole
Save Point lifecycle, both confirmations, and the new branch-delete refusal
including its recovery. No dependency was added: the WebDriver client is
stdlib HTTP.

No application defect was found by the browser. Four failures occurred, all
in the harness -- a wrong SPA route, a wait comparing transcript length when
the empty-story placeholder is longer than the first turn, a fixture
deleting the branch it was reading, and a reload assertion that sampled
once instead of waiting. The last was checked against the app before being
called a harness bug.

Tests: 698 backend pass (was 680), 60 M4, 94 M3 history, 66 export/
migrations, 93 security/local-only. Frontend lint and build clean, Docker
build clean, loopback binding unchanged. No assertion weakened, no skip
added.

Planning: STORY-BRANCH-SEMANTICS §19.1 is the only behavioural change and it
strengthens §19. V1-ACCEPTANCE-TESTS records D11-D14, I04, L03 and the
E-series, keeping automated, live-runtime and browser evidence distinct, and
weakens no pass condition. DATA-MODEL records the coordinate with the retry
measurement that settles it. BROWSER-UX-SPEC rules for Moment over Turn.
BUILD-MILESTONES marks M4 COMPLETE, closes M3's browser condition, and lists
what M5 inherits. VERSION adds v2.6.

No new ADR: ADR 005 already decides that history is preserved rather than
overwritten, and §19.1 is that decision applied to checkpoint-referenced
history.

M4 is closed. M5 may now be briefed; it has not been started.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
2026-09-04 06:34:56 -04:00
JesseMarkowitzandClaude Opus 5 279a871a77 Planning: add the M4 implementation review report and rotate M3's
Reporting pass only. No application code, no test, and no product
requirement changes.

Result: PASS WITH CORRECTIVE WORK REQUIRED.

M4's Definition of Done is met and demonstrated at the API level, including
across a real two-process restart. The load-bearing constraint holds under
inspection rather than assertion: the only head-field assignment M4 added
anywhere in the backend is one line in head.py, and an exhaustive grep of the
diff finds no second mechanism that forks, prunes memories, reconstructs
state, filters the transcript or recomputes Redo.

Three corrective items, all M4's own, none in the head model:

- GET /checkpoints is an N+1 fetching whole Action rows including prose --
  measured at 53 SELECTs for 25 Save Points against 4 for the branch panel,
  in a codebase that keeps test_egress.py for this exact class of mistake;
- deleting a branch silently deletes Save Points naming it, and the branch
  panel's confirmation does not say so. M4 added the consequence to an
  existing destructive action without updating its warning;
- the shipped D11/L03 tests restart a client, not a process, so the suite is
  weaker than the acceptance items it is named for. Both pass here only
  because the report re-ran them across a real process boundary by hand.

The browser smoke test is NOT PERFORMED, for M4 and still for M3. Firefox is
a snap that hangs past 90s on a trivial headless screenshot; there is no
Xvfb, no display, no driver library. Two consecutive milestones now carry an
unperformed browser requirement, which the report raises as a standing
acceptance risk rather than a defect in either milestone's code.

Evidence recorded: 680 backend tests pass (42 M4, 130 M3 invariants, 93
security/local-only), frontend lint and build clean, Docker build clean,
migration 80 verified against a representative pre-M4 database with both
cascades and zero possible orphans, and I04 verified through a real round
trip with branch ids remapped 1->3 and 2->4.

M4 is NOT accepted by this report, and M5 is NOT authorized. That decision
belongs to whoever reviews this.

Rotation: planning/reports/M3-IMPLEMENTATION-REPORT.md moves to
planning/archive/milestone-reports/ as a pure rename, contents unedited
(git reports 100% similarity, 0 insertions, 0 deletions). Six path
references in five active documents are updated because the path changed
and for no other reason -- no status claim, no wording change.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
2026-09-03 19:15:53 -04:00
JesseMarkowitzandClaude Opus 5 e08d49c3eb 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
2026-09-03 18:48:54 -04:00
JesseMarkowitzandClaude Opus 5 3c8e91f644 Docs: correct post-M3 status and Ollama configuration
Three stale claims found in active documentation after the post-M3
consolidation:

- BUILD-MILESTONES.md still opened "M1 and M2 complete; M3 next", which
  contradicted its own M3 "Status: COMPLETE" block, planning/README.md and
  VERSION.md. It now states M1, M2 and M3 complete and accepted, M4 next.
- DEVELOPMENT.md described the settings row as "endpoint, model and (unused)
  API key" and sent "api_key":"" in its curl example. M2 removed the field;
  schemas.SettingsUpdate has no api_key. The prose and the example now match
  the real request shape. No application code was changed.
- README.md listed LM Studio as a supported local endpoint. ADR 002 and ADR 011
  make Ollama the only v1 backend; LM Studio is a rejected alternative there.
  The row is removed and the surrounding wording now says Ollama is the
  supported backend, same-host is the default, trusted-LAN Ollama is supported,
  public/cloud is prohibited, and the OpenAI-compatible adapter is an
  implementation detail rather than a support promise. The claude_shim section
  stays, relabelled "(development only)".

Documentation only; no code, schema or test changes.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
2026-09-03 16:39:29 -04:00
JesseMarkowitzandClaude Opus 5 d27ee34901 Docs: consolidate active planning and archive historical material
The planning package had grown to where a new agent could not tell what was
authoritative. Phase 0 execution prompts sat beside the specification; four
completed milestone reports sat beside the current one; and upstream AI-DnD's
own `plan/` build log and `docs/` project site still described a hosted,
scripted, multi-user product with accounts — every screenshot in it showed a
Scripts tab and a Sign up button, none of which has existed since M2.

`planning/archive/` now holds the history and says so in its own README:
`phase0/` for the research that chose AI-DnD, `milestone-reports/` for M1 and
M2, `decisions/` for ADR 008, the Phase-0-before-build gate Phase 0 satisfied.
`planning/reports/` holds only the current milestone's report, because that is
the one M4 planning has to read; it moves to the archive when M4's replaces it.

Deleted rather than archived: the Phase 0B execution prompts and the
handoff/status/summary documents, the Phase 0A discovery and triage reports,
upstream's `plan/` and `docs/` trees, and `frontend/README.md`, which was Vite's
template boilerplate. All of it is in Git history, and the two recommendation
reports carry every conclusion the deleted research reached.

Archived documents are kept verbatim. Paths written inside them point at where
those files were when the document was written, which is the point: an evidence
record that has been quietly edited is no longer evidence.

Active documentation is corrected where it pointed at the removed trees or
described removed capability as present. `DEVELOPMENT.md`'s "things M1 did not
touch" list had gone stale at M2 and claimed QuickJS scripting was still tested;
its test count was 604 against an actual 638. `README.md` loses the upstream CI
badge, which reported upstream's pipeline rather than this fork's, and a
reference to `backend/app/worldstate/engine.py`, a file that does not exist.
`planning/README.md` is rewritten as the documentation index.

New: `planning/PROJECT-SOURCES.md` and `planning/project-sources.txt`, the
manifest of what belongs in the ChatGPT project's Sources.

Source comments referring to the deleted trees are reworded; no behaviour
changes. 638 backend tests pass, frontend lints and builds, and a reference scan
over all 48 tracked Markdown files reports no unresolved path in active
documentation.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NCbwH7yLGKsj1rhXXzKSCu
2026-09-03 14:33:07 -04:00
JesseMarkowitzandClaude Opus 5 c8755c21c2 Planning: close M3 and record active-head architecture
M3's review recommended planning changes and, following the M2 pattern,
reported rather than applied them. This applies them, and adds the ADR the
review asked for.

ADR 012 records the architecture rather than the requirement. ADR 005
already says that going backward must preserve abandoned history and that
the user sees Undo/Redo/Retry rather than branch management; it names a
movable active head as the direction and stops. What M3 settled is the
shape: the head is stored rather than derived, every read of the story is
capped at it in one place, one mechanism moves it, the state of a position
comes off the node rather than from a replay, the first write below a
moved-back head is the divergence, and whether Redo exists is decided by
the lineage rather than by a flag that could be stale. The last of those
is the property worth keeping — a flag can be wrong and make the story
wrong; a lineage cannot.

Two semantics are ratified in STORY-BRANCH-SEMANTICS.md, both of them
reversals or narrowings that a reader would otherwise take for bugs. Undo
now crosses fork points and continues to the campaign opening, because
refusing at the fork was a consequence of deleting rows the parent line
was also reading, and nothing is deleted any more. And the system refuses
to switch which take is live while a later story is off screen, because
doing it quietly would leave retained history continuing from words the
story no longer says.

A new §14A covers editing in place. §14-15 describe the finished
behaviour — the edit becomes authoritative, the state it implies is
re-evaluated, a new continuation is created, the original is retained —
and that requirement is intact and explicitly not weakened here. It is
also not built, because re-evaluating state from prose a user typed needs
M5's extraction pass. §14A says what exists in the meantime and why
refusing is the minimum that holds the invariant rather than the
destination.

TECHNICAL-DESIGN.md gains §8.7 and §9.1, recording the implemented model
and the bundle behaviour as fact in the way §5.2 records M1 and M2. §10.4
gains a constraint that is easy to lose: the snapshot half of the hybrid
state model is a requirement, not an optimization. Head movement is a row
lookup plus a restore, which is why Undo, Redo and Save Point restore cost
the same at any distance into a campaign; a state model recoverable only
by replaying from the opening would make all three proportional to
campaign length, on exactly the long campaigns this product is for.

DATA-MODEL.md records the head as stored on the campaign rather than
derived from its newest turn — two campaigns holding identical turns can
be read at different places, and nothing about the turns can tell them
apart — and the branch disposition as implemented: the depth a divergent
write left the branch at, deliberately advisory, and carried through
export because every row of an abandoned line is exported either way.

BUILD-MILESTONES.md marks M3 complete and states the one condition still
open. M4 is told a Save Point is a durable pointer and that restoring one
is head movement with a bounds check, not a restore system: a second
mover is the specific failure to avoid, because the two paths would
silently disagree about what restore means. M5 gets three constraints —
keep state efficiently recoverable, move the test instrumentation rather
than the assertions when the world-state protocol goes, and finish the
narrator edit §14A defers.

V1-ACCEPTANCE-TESTS.md clarifies ownership without lowering a bar. D10
keeps all three pass conditions and is explicitly recorded as *not*
satisfied at the end of M3; what changed is that the document now says
which milestone delivers which condition. D03's result is recorded as a
full pass rather than the partial the text allowed for, I07 gains the
pre-M3 bundle clause, and L01 gains the note that resolves its apparent
conflict with A05 — a failed turn does advance the head by one, onto the
player's retained input, and that is A05 working rather than L01 failing.

README.md described a different application: a hosted demo, guest
accounts, cloud providers, Postgres, a Render blueprint, an analytics
dashboard, a QuickJS scripting engine, and 549 tests. M2 removed all of
that and the README was never updated — a gap M2's own debt table missed.
It now describes what this fork is, including the endpoint policy and the
TLS behaviour, and the numbers in it are the current ones.

M3's report is included here as its own evidence record: no separate
baseline report was produced, so it carries the raw counts and runtime
observations as well as the review, and §W records this closeout.

SPECIFICATION.md and SECURITY-THREAT-MODEL.md are unchanged. M3 altered no
product requirement and touched no path in the threat model.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QF5TcoB86QADgjHz1GZe8u
2026-09-03 13:54:44 -04:00
JesseMarkowitzandClaude Opus 5 7f082b61d8 M3: complete non-destructive history and active-head export
The head-cursor model landed in 903fa7a and stopped there: the backend
moved the head instead of deleting turns, but a bundle still reopened at
its newest row, the browser had no way forward, and five inherited tests
still asserted the contract Undo had just stopped honouring. This is the
rest of the milestone, plus the one unsafe operation the review found.

Export now writes headDepth, and it belongs on the other side of the rule
app/bundle.py states about itself. The head depth used to be derived —
the tip of the head branch, a fact about the nodes that arrived with it —
and that was true while Undo deleted, because the newest row was the only
place a story could be read. It is a decision now: the same tree exports
identically whether the user undid three turns or none, so the file has
to say. An import that ignored it would silently Redo the story to its
newest retained turn, which is the Phase 0B export finding this milestone
exists to close. A file with no headDepth is opened at the tip, which is
not a fallback but the position such a file recorded; a file naming a
depth its own rows do not reach is refused in plan(), before a row is
written, for the reason that module gives about half-written trees.

Which branches the story has left goes into the file for the same reason.
Every row of an abandoned line arrives on an import either way, so the
disposition is the only thing telling it apart from an active one, and a
restored backup that had lost it would have nothing for the later cleanup
and recovery screens to select on. Both keys or neither: a time with no
depth cannot say what was displaced.

The browser gets a Redo button beside Undo, on Ctrl+Shift+Z, and both are
enabled from can_undo/can_redo rather than from the transcript. Neither
is derivable on the client — Undo stops at the campaign opening, which
may be off the top of the loaded window, and Redo depends on the retained
future, which the client is never sent — so the flags now ride on every
window the server hands back, including a scrolled-up page and the
response to an import. Moving the head also refreshes the state panels,
which undo never did: it has rolled the world state back since long
before M3 and the drawer kept showing the old numbers.

An in-place edit is now refused when story descends from the turn and is
not on screen. Editing rewrites one row and re-evaluates nothing, which
is what makes it a correction rather than a continuation, and that is
harmless while everything below the turn is visible — the reader can see
what their change has to agree with. It stops being harmless when the
continuation is undone, or was left behind by a divergence, because the
edit then silently changes the words an invisible stretch of story was
written from. That was the one way M3's retained history could be made to
contradict itself. Refusing is deliberately the whole of the fix: making
such an edit fork is STORY-BRANCH-SEMANTICS.md §14-15, and §15 wants the
state the edited prose implies re-evaluated, which is M5's extraction
pass. The requirement is not weakened, only deferred, and §14A now says
so.

The predicate asks one question rather than two. A descendant is
invisible either because it is past the head on this lineage or because
it is past a fork on a branch the story left, and both are "a live node,
deeper than this one, descending from it, off the path being read". A
first attempt scoped the search to branches other than the active one and
failed the divergence case, correctly: the departed branch is usually an
ancestor of the branch now being read. Only the deepest live node on each
descending branch is examined, because visibility is monotone in depth.

Five inherited tests are rewritten rather than deleted, because what they
were protecting is still worth protecting and only the mechanism changed.
The undo-state pair keeps its state assertions and swaps "the rows are
gone" for "the rows are all here and the story is read from earlier". The
memory test stops asserting that undo prunes memories and starts
asserting the property that replaced it: a memory past the head is
unreachable, still on disk, and retrievable again after Redo, with no
re-embedding. The attempt-group test still proves the group moves as one,
out of the story rather than out of the database. And the fork test
reverses: Undo used to refuse at a fork point because it deleted rows the
parent branch was also reading, and with nothing deleted there is nothing
to protect the parent from, so it now walks into the story the branch
inherits and stops at the campaign opening instead.

tests/test_head_cursor.py is the milestone's acceptance contract, named
by the items it discharges: D01-D10, E01-E04, I01-I03, I07, L01-L02, and
the invariant they all rest on — Undo deletes zero accepted turns,
asserted on row ids over the whole retained tree. E02 has both controls,
because a negative control alone would pass if memory retrieval were
simply broken. L01 records what it does not claim: the head does move by
one on a failed turn, onto the player's retained input, which is A05
rather than a gap. Two of the edit-guard tests exist to prove the guard
stays out of the way — a correction at the tip and a correction mid-story
with everything visible must both still work.

638 backend tests pass. Frontend lint is unchanged at seven pre-existing
warnings, none in the files touched; the bundle builds at 395.85 kB; the
production image builds.

Verified at runtime against the trusted-LAN Ollama over HTTPS: three
turns, two Undos, a Redo, a Retry, an Undo, a divergent continuation,
Redo correctly refused with 400, Undo back to the opening, export, a
process restart that reopened the campaign still undone, and an import
that opened at the same position with its retained future intact. The
browser click-through of that sequence has not been run — no session in
this milestone had a browser to drive — so the Redo control itself is
verified by its endpoint and its lint and build, not by a click.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QF5TcoB86QADgjHz1GZe8u
2026-09-03 13:54:43 -04:00
JesseMarkowitzandClaude Opus 5 903fa7a74f 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
2026-09-03 11:45:01 -04:00
118 changed files with 9540 additions and 11544 deletions
+32 -17
View File
@@ -91,15 +91,16 @@ decision that this project's threat model does not cover
## Pointing the storyteller at Ollama ## Pointing the storyteller at Ollama
The endpoint, model and (unused) API key are **runtime settings stored in the The endpoint, the model and the generation parameters are **runtime settings
database**, not environment variables. Set them on the app's Settings page, or stored in the database**, not environment variables. There is no API key field:
with one request: M2 removed it along with the cloud providers, and Ollama does not use one. Set
them on the app's Settings page, or with one request:
```bash ```bash
curl -X PUT http://127.0.0.1:8000/api/settings \ curl -X PUT http://127.0.0.1:8000/api/settings \
-H 'Content-Type: application/json' \ -H 'Content-Type: application/json' \
-d '{"endpoint_url":"http://127.0.0.1:11434/v1","model":"qwen2.5:3b-instruct", -d '{"endpoint_url":"http://127.0.0.1:11434/v1","model":"qwen2.5:3b-instruct",
"api_mode":"chat","api_key":"","max_output_tokens":200, "api_mode":"chat","max_output_tokens":200,
"context_token_budget":4096}' "context_token_budget":4096}'
``` ```
@@ -208,7 +209,7 @@ visible from within.
## Tests ## Tests
```bash ```bash
cd backend && .venv/bin/python -m pytest tests/ -q # 604 tests cd backend && .venv/bin/python -m pytest tests/ -q # 698 tests
cd frontend && npm run lint && npm run build cd frontend && npm run lint && npm run build
``` ```
@@ -224,6 +225,17 @@ suite as complete evidence.
is lost from the union, or if a new HTTP client is added without the shared is lost from the union, or if a new HTTP client is added without the shared
verification context. verification context.
M4 added `test_save_points.py`, which fails if restoring a Save Point starts
deleting history, stops going through the active head, forks on its own, lets a
Save Point on one campaign be restored through another, or lets deleting a branch
take a Save Point with it. It also fails if listing Save Points goes back to one
query per Save Point, or starts fetching narration to render the list.
`test_process_restart.py` is the durability guard: it starts the application as a
real subprocess, kills it, and starts a second one against the same database. A
Save Point that survived only because a Python object was still alive would pass
an in-process test and fail a user's restart.
M2 added two more. `test_endpoint_policy.py` fails if the set of reachable M2 added two more. `test_endpoint_policy.py` fails if the set of reachable
addresses widens, or if either place the rule is applied stops applying it — addresses widens, or if either place the rule is applied stops applying it —
it resolves hostnames through a stub, so it tests the policy rather than it resolves hostnames through a stub, so it tests the policy rather than
@@ -266,21 +278,24 @@ docker exec app python -c "import socket; socket.create_connection(('1.1.1.1',44
# -> OSError: Network is unreachable, and story turns still work # -> OSError: Network is unreachable, and story turns still work
``` ```
`planning/reports/M1-BASELINE-REPORT.md` records the run this procedure is `planning/archive/milestone-reports/M1-BASELINE-REPORT.md` records the run this procedure is
taken from, including the packet captures. taken from, including the packet captures.
## Things inherited from upstream that M1 deliberately did not touch ## Things still inherited from upstream
These are M2's scope (`planning/BUILD-MILESTONES.md`), listed here so nobody M2 removed the hosted, cloud, account, analytics, Postgres/Render and QuickJS
reports them as new: scripting surfaces outright — `PROVENANCE.md` lists exactly what went. What is
left of upstream that a newcomer might report as a defect:
- hosted/multi-user/account/demo-key code, analytics tables, Postgres and - **Inert legacy tables and columns.** Five tables and four columns M2 emptied
Render deployment paths, and the OpenRouter default endpoint constant all of meaning are still in the schema, unmapped, so an M1-era campaign database
still exist in the tree. None of them is reachable from a default local run, opens unchanged. Nothing reads or writes them. A cleanup migration waits for
and none requires a cloud service. the schema to settle after M5 (`planning/BUILD-MILESTONES.md`).
- `docs/*.html` is upstream's GitHub Pages project site and still links Google - **Dual-dialect migration code.** `backend/app/migrations.py` still carries
Fonts. It is not served by the application and is not part of any build. SQLite/Postgres branches from upstream, although Postgres support itself is
- `.github/workflows/ci.yml` is upstream's GitHub Actions pipeline. This gone and SQLite is the only store. Same cleanup, same milestone.
- **`.github/workflows/ci.yml`** is upstream's GitHub Actions pipeline. This
repository lives on a self-hosted Gitea; the workflow is kept for provenance repository lives on a self-hosted Gitea; the workflow is kept for provenance
and is not what runs the tests here. and is not what runs the tests here.
- QuickJS campaign scripting is still present and still tested. - **No frontend tests.** `npm run lint && npm run build` is the whole frontend
check. A test runner is M8's job.
+6 -4
View File
@@ -26,9 +26,11 @@ import is a merge of the pinned commit with `--allow-unrelated-histories`, so:
- `git log d72f7c1bda0f34fccd84afb7a25c34eb01c901de` shows the real upstream - `git log d72f7c1bda0f34fccd84afb7a25c34eb01c901de` shows the real upstream
history, not a squashed snapshot; history, not a squashed snapshot;
- upstream paths are unchanged (`backend/`, `frontend/`, `docs/`, …), so a - upstream code paths are unchanged (`backend/`, `frontend/`, …), so a later
later upstream commit can still be fetched and cherry-picked against upstream commit can still be fetched and cherry-picked against matching
matching files; files. Upstream's own documentation trees, `plan/` and `docs/`, were removed
on 2026-09-03: they described the hosted, scripted, multi-user product this
fork is not. They remain in this repository's history and in upstream;
- the planning package that predates the fork keeps its own history on the - the planning package that predates the fork keeps its own history on the
other parent of the merge. other parent of the merge.
@@ -104,7 +106,7 @@ unchanged. They are not product functionality and nothing reads or writes them.
## What this fork changed in Milestone M1 ## What this fork changed in Milestone M1
Nothing was removed from upstream. The changes are the offline/locality Nothing was removed from upstream. The changes are the offline/locality
hardening M1 called for; see `planning/reports/M1-BASELINE-REPORT.md` for the hardening M1 called for; see `planning/archive/milestone-reports/M1-BASELINE-REPORT.md` for the
evidence. evidence.
- `backend/app/context/encoding.py` (new) and `backend/app/context/builder.py` — - `backend/app/context/encoding.py` (new) and `backend/app/context/builder.py` —
+128 -144
View File
@@ -1,39 +1,38 @@
# AI D&D # Adventure Storyteller
[![CI](https://github.com/parththakkar106/AI-DnD/actions/workflows/ci.yml/badge.svg)](https://github.com/parththakkar106/AI-DnD/actions/workflows/ci.yml)
[![License: MIT](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE) [![License: MIT](https://img.shields.io/badge/license-MIT-blue.svg)](LICENSE)
An AI Dungeon-style interactive storytelling app that runs entirely on your own machine, with An interactive storytelling app that runs entirely on your own machine, with your own model.
your own AI model. Create scenarios, play open-ended adventures where an LLM narrates the Create scenarios and play open-ended adventures where a local LLM narrates the world, keeps
world, and extend the engine with **JavaScript scripts compatible with real AI Dungeon track of what is true, and remembers what happened.
scripting**.
> ### ▶️ Try it live: **[parththakkar106.github.io/AI-DnD](https://parththakkar106.github.io/AI-DnD/)** This is the **Adventure Storyteller** fork of [AI-DnD](https://github.com/parththakkar106/AI-DnD).
> The project page loads instantly and launches the hosted demo in one tap. Play a scenario as It is deliberately narrower than its upstream: single-user, local-only, and pointed at a model
> a guest: no sign-up and no API key needed. The demo runs on a free tier that sleeps, so the you run yourself. The hosted deployment, the accounts and sessions, the cloud provider support,
> first load after it's been idle takes about 30 to 60 seconds to wake up. the Postgres path, and the JavaScript scripting engine have all been removed rather than
disabled. What is left is a storyteller you can run offline.
> **Local-only, by design.** The app talks to one place — an Ollama-compatible endpoint on this
> machine or on a machine you control on your own network — and it refuses to be pointed at a
> public address. There is no telemetry, no account, no cloud inference, and nothing is fetched
> at runtime from the Internet.
> >
> For the internals, read the **[design notes](https://parththakkar106.github.io/AI-DnD/guide.html)**. > For the internals, read [`planning/TECHNICAL-DESIGN.md`](planning/TECHNICAL-DESIGN.md) and
> They walk through the context budgeting, the world-state referee, and the memory bank, and > [`planning/CONTEXT-AND-MEMORY.md`](planning/CONTEXT-AND-MEMORY.md), which cover the context
> state the reasoning behind each one ([Markdown version](docs/GUIDE.md)). > budgeting, the state model and the memory bank as this fork builds them.
Built with FastAPI and SQLAlchemy on the backend and React (Vite) on the frontend, running on Built with FastAPI and SQLAlchemy on the backend and React (Vite) on the frontend, storing
SQLite locally and Postgres in the cloud. It works with **any OpenAI-compatible endpoint**: everything in one SQLite file.
Ollama and LM Studio locally, or OpenRouter, OpenAI, Groq, or vLLM in the cloud. Endpoint, key,
and model are all runtime settings, and OpenRouter's free-tier models make the whole experience
cost nothing.
![The play screen, with the world-state rail open](docs/images/play-world-state.jpg) On the play screen, the left rail carries live world state. The AI proposes changes each turn
and a Python engine decides what actually sticks; the chip under the narration reports what
*The play screen. The left rail shows live world state. The AI proposes changes each turn, and changed. The `‹ 2/2 ›` under a turn steps between the takes it has, and writing below a take
a Python engine decides what actually sticks. The chip under the narration reports what that isn't the live one starts a new branch.
changed. The `‹ 2/2 ›` under a turn steps between the takes it has. Writing below a take that
isn't the live one starts a new branch.*
## Features ## Features
- **The full play loop.** Do / Say / Story / Continue actions, streamed AI responses (SSE), - **The full play loop.** Do / Say / Story / Continue actions, streamed AI responses (SSE),
retry, undo, and edit. Reasoning models are supported: "thinking" streams into a collapsible retry, undo, redo, and edit. Reasoning models are supported: "thinking" streams into a collapsible
💭 panel with its own token budget. 💭 panel with its own token budget.
- **A branching story tree.** The story is a tree, not a list. Any turn can hold more than one - **A branching story tree.** The story is a tree, not a list. Any turn can hold more than one
**take**, and `‹ 2/4 ›` steps between them. Stepping is free: the story below simply empties, **take**, and `‹ 2/4 ›` steps between them. Stepping is free: the story below simply empties,
@@ -47,7 +46,8 @@ isn't the live one starts a new branch.*
cast; the adventure carries their live values. The AI proposes deltas, and a Python engine cast; the adventure carries their live values. The AI proposes deltas, and a Python engine
referees them: it clamps values to range, enforces per-turn caps and cooldowns, keeps counters referees them: it clamps values to range, enforces per-turn caps and cooldowns, keeps counters
monotonic and milestones sticky, then strips the machine-readable block out of the prose monotonic and milestones sticky, then strips the machine-readable block out of the prose
(`backend/app/worldstate/engine.py`). Word-labeled bands (`40–60: minor damage`) make the (`backend/app/worldstate/`: `apply.py` clamps, `parse.py` reads the block back).
Word-labeled bands (`40–60: minor damage`) make the
model reliable at it. No dice and no scripting are required. model reliable at it. No dice and no scripting are required.
- **AI Dungeon-compatible context engine.** Memory, author's note, and story cards (world - **AI Dungeon-compatible context engine.** Memory, author's note, and story cards (world
info) are triggered by keywords in recent story text, then assembled under a token budget info) are triggered by keywords in recent story text, then assembled under a token budget
@@ -55,41 +55,54 @@ isn't the live one starts a new branch.*
- **Insights: total prompt transparency.** Every turn stores the exact prompt sent to the - **Insights: total prompt transparency.** Every turn stores the exact prompt sent to the
model. Open 🔍 on any AI action to see each context component, its token cost, and why it was model. Open 🔍 on any AI action to see each context component, its token cost, and why it was
included. included.
- **JavaScript scripting, AI Dungeon-compatible.** `onInput` / `onModelContext` / `onOutput`
modifiers share `state` and a `worldEntries` API, and run in an embedded quickjs sandbox
(`backend/app/scripting/`). Real AI Dungeon scripts import and run as is. An in-app CodeMirror
editor is included.
- **Auto-summarization and Memory Bank.** The modern AI Dungeon memory system: AI-generated - **Auto-summarization and Memory Bank.** The modern AI Dungeon memory system: AI-generated
memories every few actions, a running story summary, and embedding-based retrieval that memories every few actions, a running story summary, and embedding-based retrieval that
pulls old-but-relevant facts back into context, with similarity scores visible in Insights pulls old-but-relevant facts back into context, with similarity scores visible in Insights
(`backend/app/memorybank.py`). (`backend/app/memorybank.py`).
- **Undo and retry that actually roll back state.** Undo and retry roll back the world state - **Undo, Redo, and retry that roll back state and delete nothing.** Undo moves where the story
and script state to a per-node snapshot, not just the text, and prune the memories that is being read; it removes no accepted turn, so Redo can walk forward into the turns it stepped
covered the removed turns. Nothing a retry replaces is discarded: the old attempt stays as over. Both restore the world state from a per-node snapshot rather than just the text, and a
another take of that turn, one keystroke and one click from becoming a branch of its own. memory derived from a turn now behind the head stops being retrieved without being deleted or
- **Import and export.** AI Dungeon-compatible formats for scripts and scenarios; JSON for re-embedded. Writing a new turn below a moved-back head is the moment the story forks: the
everything else. An adventure exports as `ai-dnd-adventure-v2`, which carries the whole tree: displaced future stays on the line it was written for, and ordinary Redo stops offering it.
every branch, every take, and the fork points, since those were chosen rather than computed. Nothing a retry replaces is discarded either — the old attempt stays as another take of that
Files saved in the old single-line format still import. turn, one keystroke and one click from becoming a branch of its own.
- **Optional accounts for hosted deployments.** By default the app is single-user with zero - **Save Points.** Name a moment — "Before entering the abbey" — keep playing,
auth friction. Set `AIDND_MULTI_USER=1` and visitors play instantly as guests (signed restart the app, and come back to it. Restoring one moves the story back to
session cookie), can register (email and password) at any point to keep their data, and each that moment and deletes nothing: the turns you wrote after it stay, Redo still
user gets isolated data plus their own encrypted-at-rest API key. A server-funded **shared walks forward into them, and writing something different from the Save Point
demo key** with a daily turn cap lets people try it without bringing a key is what starts a new line while the old one is kept. A Save Point is a name for
(`backend/app/auth.py`). Each new guest is also given a copy of a short pre-played a position and holds no copy of the story, so restoring it is the same
adventure, so the first screen shows real turns and their world-state changes without movement Undo makes (`backend/app/routers/adventures/checkpoints.py`,
spending a demo turn (`backend/app/starter.py`). `backend/app/head.py`). They last until *you* delete them: deleting one deletes
no story, and deleting a branch a Save Point is kept on is refused until you
remove the Save Point yourself, so nothing takes a named moment away behind
your back.
- **Import and export.** AI Dungeon-compatible scenario format; JSON for everything else. An adventure exports as `ai-dnd-adventure-v2`, which carries the whole tree:
every branch, every take, the fork points, which branches the story has left behind, the Save
Points and the position it is being read at — all of them chosen rather than computed, which is
the rule for what a bundle carries. A campaign opens where its head says, never at a Save Point
merely because it has one. A campaign exported after two Undos imports still undone, with its
retained future intact, instead of silently reopening at its newest turn. Files that predate
the head position, and files saved in the old single-line format, still import.
- **Single user, no accounts.** There is no sign-up, no login, no session and no API key
anywhere in the product. The storyteller API binds to loopback and is unauthenticated by
design, because the only person who can reach it is the person running it. A new install
starts with a short pre-played adventure, so the first screen shows real turns and their
world-state changes rather than an empty page (`backend/app/starter.py`).
- **A refusal you can rely on.** The inference endpoint is checked against an address
allowlist when you save it and again before every request, so a public endpoint is refused
even if the setting is edited in the database directly. TLS verification is never traded
against reachability: a privately issued certificate is verified against your machine's own
trust store, and there is no bypass switch.
## Screenshots ## Screenshots
| | | None yet. The inherited screenshots showed upstream's UI — a Scripts tab, Log in and Sign up,
|---|---| a guest banner, scripting demo scenarios — none of which this fork has since M2, so they were
| ![Insights panel](docs/images/insights.jpg) | ![Scenario editor](docs/images/scenario-editor-npcs.jpg) | removed rather than left standing as a picture of a product that no longer exists. The M4
| **Insights**: the exact prompt for the next turn, broken into components with token counts and the trigger word that pulled each story card in. | **Authoring**: stats with ranges, per-turn caps, cooldowns, and word-labeled bands; NPCs the AI addresses by id. | closeout drove the real application in a real browser, so the screens exist and work; taking
| ![Script editor](docs/images/script-editor.jpg) | ![Home](docs/images/home.jpg) | presentable screenshots of them is a job for the UI pass in M8.
| **Scripting**: the three AI Dungeon hooks with shared persistent `state`, run in a quickjs sandbox. | **Home**: continue a story in progress or start from a scenario. |
| ![The branch map](docs/images/branch-map.jpg) | ![The branches panel](docs/images/branches-panel.jpg) |
| **The tree**: one lane per line, from the moment it left its parent to the moment it ends. The horizontal axis is the story's own clock, so a short branch reads as short. | **Branches**: every line the story has taken, and the three things you can do to one. A line the one you're reading was forked from can't be deleted, and says so. |
## Quick start ## Quick start
@@ -121,58 +134,67 @@ Open http://localhost:5173.
## Connect a model ## Connect a model
Open **Settings** in the app and point it at any OpenAI-compatible endpoint: Ollama is the inference backend v1 supports. Open **Settings** in the app and point it at one:
| Provider | Endpoint URL | Notes | | Where Ollama runs | Endpoint URL | Notes |
|---|---|---| |---|---|---|
| Ollama (local) | `http://localhost:11434/v1` | free, private; also serves embedding models for the Memory Bank (e.g. `nomic-embed-text`) | | The same machine | `http://localhost:11434/v1` | the default, and the simplest thing that works |
| LM Studio (local) | `http://localhost:1234/v1` | free, private | | A machine on your own network | `http://<host>:11434/v1` or `https://<host>/v1` | explicitly configured; see below |
| OpenRouter | `https://openrouter.ai/api/v1` | `:free` models cost nothing (no embeddings on the free tier) |
| OpenAI / Groq / vLLM / … | provider's `/v1` URL | anything speaking `/v1/chat/completions` |
| Claude Code CLI (local) | `http://127.0.0.1:8787/v1` | your Claude subscription instead of an API key; see [Playing against Claude locally](#playing-against-claude-locally) |
Model name, API key, generation parameters, and (optionally) summary and embedding models for Model name, generation parameters, and (optionally) summary and embedding models for the
the Memory Bank are all configured there too. No config files and no rebuild are needed. Memory Bank are configured there too. No config files and no rebuild are needed. There is no
API key field, because there is nothing to authenticate to.
### Playing against Claude locally The adapter underneath speaks the OpenAI-compatible protocol, because that is what Ollama
serves. That is an implementation detail, not a promise of support for arbitrary local
servers that happen to speak the same protocol. Public and cloud inference endpoints are
prohibited outright — see `planning/DECISIONS/002-ollama-only-v1.md` and
`planning/DECISIONS/011-local-inference-endpoint-policy.md`.
`backend/tools/claude_shim.py` serves an OpenAI-compatible endpoint backed by the ### What the endpoint policy allows
`claude` command line tool, so you can play the demos against a real model without an
API key. Each request spawns one `claude --print` process, which suits the turn engine: The address is checked when you save it and again before every request. Only loopback and
the app assembles the whole prompt every turn and expects a stateless endpoint. private-network addresses are accepted; every public address is refused, by address rather than
by hostname, so a name that resolves outward is refused too. A well-known cloud inference host
is named in the error message only so the refusal says *why*.
Running the model on a second machine you control is supported and expected — that machine
does the inference while the storyteller itself stays bound to loopback on yours. If that
machine serves HTTPS with a certificate from a CA you installed, it works: certificates are
verified against your operating system's trust store as well as the bundled one. Verification
itself is never relaxed, and there is no option to turn it off.
### Playing against a local shim (development only)
`backend/tools/claude_shim.py` serves an OpenAI-compatible endpoint on `127.0.0.1:8787`
backed by a command-line tool, which is useful for testing the turn engine against a stronger
model. Each request spawns one process, which suits the engine: the app assembles the whole
prompt every turn and expects a stateless endpoint.
```sh ```sh
cd backend cd backend
.venv/Scripts/python.exe tools/claude_shim.py # listens on 127.0.0.1:8787 .venv/bin/python tools/claude_shim.py # listens on 127.0.0.1:8787
``` ```
In Settings, choose the OpenAI-compatible provider, set the base URL to Set the base URL to `http://127.0.0.1:8787/v1` and pick a model the tool offers. Set the
`http://127.0.0.1:8787/v1`, put any non-empty string in the API key field, and pick reasoning budget to `0` or `-1`: a positive budget sends a `reasoning.max_tokens` field that
`sonnet`. The shim ignores the key and authenticates as you, through the CLI. Set the some models reject. Embeddings are not served — leave the embedding model blank, or point the
reasoning budget to `0` or `-1`: a positive budget sends a `reasoning.max_tokens` field Memory Bank at an endpoint that serves one.
that Claude 5 models reject.
Embeddings are not served. Leave the embedding model blank, or point the Memory Bank at The shim has no authentication and spends whatever quota backs it, so run it on loopback and
a real endpoint. leave it there.
Run it against a local backend only. The endpoint has no authentication, and anything
reaching it spends your Claude quota. `app/netguard.py` blocks localhost endpoints when
`AIDND_MULTI_USER` is set, so a deployed instance cannot be pointed at it.
## How a turn works ## How a turn works
``` ```
player input player input
→ onInput script modifier
→ assemble context: [narrator prompt] + [world state + stat guide] + [AI instructions] → assemble context: [narrator prompt] + [world state + stat guide] + [AI instructions]
+ [plot essentials] + [story summary] + [retrieved memories] + [plot essentials] + [story summary] + [retrieved memories]
+ [triggered story cards] + [history along this branch, token-budgeted] + [triggered story cards] + [history along this branch, token-budgeted]
+ [author's note] + [player action] + [author's note] + [player action]
→ onModelContext script modifier
→ snapshot context (Insights) → snapshot context (Insights)
→ provider adapter → AI (streamed) → provider adapter → AI (streamed)
→ extract + referee the world-state delta block, strip it from the prose → extract + referee the world-state delta block, strip it from the prose
→ onOutput script modifier
→ store & render → store & render
``` ```
@@ -180,18 +202,18 @@ player input
``` ```
frontend/ React + Vite SPA ──HTTP/SSE──► backend/ FastAPI frontend/ React + Vite SPA ──HTTP/SSE──► backend/ FastAPI
├─ routers/ auth, scenarios, adventures, story cards, scripts, chat, settings, analytics, debug ├─ routers/ scenarios, adventures, story cards, chat, settings, debug
├─ models.py SQLAlchemy: User, Scenario, Adventure, Branch, Action, StoryCard, Script, Settings, Memory ├─ models.py SQLAlchemy: Scenario, Adventure, Branch, Action, StoryCard, Settings, Memory
├─ migrations.py hand-rolled, versioned via PRAGMA user_version (64 and counting) ├─ migrations.py hand-rolled, versioned via PRAGMA user_version (79 and counting)
├─ auth.py guest/registered users, sessions, shared demo key ├─ endpoints.py the inference-endpoint address policy
├─ security.py password hashing, cookie signing, API-key encryption ├─ tlstrust.py one TLS context: the OS trust store unioned with certifi's
├─ tree.py forking, promotion, and where a node is placed ├─ tree.py forking, promotion, and where a node is placed
├─ head.py the active head: where the story is read, and what moving it costs
├─ checkpoints Save Points: durable names for positions, in routers/adventures/
├─ attempts.py the takes of one turn, grouped by parent ├─ attempts.py the takes of one turn, grouped by parent
├─ context/ prompt assembly under a token budget + lineage/history windowing ├─ context/ prompt assembly under a token budget + lineage/history windowing
├─ worldstate/ the stat engine: clamps, cooldowns, bands, milestones ├─ worldstate/ the stat engine: clamps, cooldowns, bands, milestones
├─ scripting/ quickjs sandbox + AI Dungeon API surface
├─ memorybank.py auto-summarization + embedding retrieval ├─ memorybank.py auto-summarization + embedding retrieval
├─ analytics.py buffered visit counters + the owner's dashboard query
├─ bundle.py the export/import formats, v2 (tree) and a v1 reader ├─ bundle.py the export/import formats, v2 (tree) and a v1 reader
├─ providers/ OpenAI-compatible adapter, streaming ├─ providers/ OpenAI-compatible adapter, streaming
└─ data.db SQLite (path overridable via AIDND_DB_PATH) └─ data.db SQLite (path overridable via AIDND_DB_PATH)
@@ -202,9 +224,10 @@ development, Vite proxies `/api` to FastAPI.
## Tests ## Tests
549 backend tests: unit tests plus full HTTP integration through the real quickjs scripting 698 backend tests: unit tests plus full HTTP integration through the real turn engine, with
engine, with the LLM provider mocked. CI runs them on every push, alongside the frontend the model provider mocked. They run with no route to the Internet, which is a requirement
lint/build and a Docker image build. rather than a convenience — an offline claim proved on a machine that has been online once
proves nothing.
```sh ```sh
cd backend && pip install -r requirements.txt -r requirements-dev.txt cd backend && pip install -r requirements.txt -r requirements-dev.txt
@@ -233,59 +256,20 @@ most interesting engineering in the repo.
the number of SQL clauses is bounded by the context window rather than by the number of the number of SQL clauses is bounded by the context window rather than by the number of
forks. forks.
## Visit analytics
The hosted demo keeps its own analytics: an owner-only dashboard at `/analytics` shows
traffic, which shared scenarios get played, turns and demo-key spend, errors, and a funnel
from *visited* to *played a turn* to *signed up*. It is visible only to the emails listed in
`AIDND_ANALYTICS_EMAILS`, and the route returns 404 for everyone else.
This is built into the app rather than added with a third-party script, for reasons specific
to this project: the CSP allows only `script-src 'self'`, ad blockers block the popular
trackers, and none of those trackers can see the measurement that matters here, a turn. Counts
are aggregated in memory and flushed as UPSERTs, so a visit is a write and never a read, and
every dashboard query is a `GROUP BY` that returns tens of rows regardless of traffic volume.
That matters: see the egress note above for what reading rows per request costs on this stack.
## Deploy (Render)
The repo ships a [`render.yaml`](render.yaml) blueprint: one Docker web service that serves
the SPA and API same-origin, backed by external [Neon](https://neon.tech) Postgres. The free
Render tier has no persistent disk, so the database lives off-box.
1. Create a **Neon** project and copy its pooled connection string.
2. In Render, choose **New → Blueprint** and point it at this repo. Render reads
`render.yaml`.
3. Fill in the secrets it prompts for (`sync: false` vars): `AIDND_DATABASE_URL` (the Neon
string); `AIDND_DEMO_API_KEY` and `AIDND_DEMO_MODELS` to offer a no-signup demo; and
`AIDND_ANALYTICS_EMAILS` (your own account's email) to see the Visitors dashboard.
`AIDND_SECRET_KEY` is generated automatically and stays stable across deploys.
4. Deploy. Pushes to `main` auto-deploy after this. The health check is `/api/health`.
On the free tier the service sleeps after about 15 minutes idle, and the first request after
that takes about 30 to 60 seconds to wake it. Point any keep-warm pinger at `/api/health`,
which deliberately doesn't touch the database: waking the database around the clock costs far
more than the cold start saves.
If you put another proxy or CDN in front of Render, set `AIDND_TRUSTED_PROXY_HOPS` to the
number of proxies in the chain. It defaults to 1. The rate limiter reads the client IP that
many entries from the right of `X-Forwarded-For`, because the trusted edge appends the real
one last. Leave it at 1 behind two proxies and the limiter reads an entry the caller
supplied, so anyone can rotate the header for a fresh rate-limit bucket per request.
## Repo notes ## Repo notes
- `plan/` holds the phased implementation plan this project was built from, kept as a build - `planning/` is this fork's own package: the product specification, the architecture
log. All fourteen phases are complete. The later files (11, 12, 14) also serve as design decisions, the milestone plan, the acceptance contract, and a review report for every
notes for the state-revert, world-state, and story-tree work. milestone shipped. Start at [`planning/README.md`](planning/README.md).
[`plan/STATUS.md`](plan/STATUS.md) is the running thread: what shipped, what was measured, - [`planning/archive/`](planning/archive/README.md) holds the Phase 0 research that chose this
and what is owed next. base and the completed milestone reports. It is history, not instruction.
- [`docs/GUIDE.md`](docs/GUIDE.md) holds design notes: how each subsystem works and why it was - [`DEVELOPMENT.md`](DEVELOPMENT.md) is how to set the project up, point it at a model, and run
built that way, with the measurements behind the decisions. It is also rendered as a the tests. [`PROVENANCE.md`](PROVENANCE.md) records what came from upstream and what changed.
[reading page](https://parththakkar106.github.io/AI-DnD/guide.html). - `backend/.env.example` lists the two environment variables the backend reads. Everything
- `backend/.env.example` lists the few environment variables the backend reads. about the model is a runtime setting on the Settings page instead.
- [`docs/self-review.md`](docs/self-review.md) records a full-codebase self-review pass and - Upstream's own `plan/` build log and `docs/` project site were removed in the 2026-09-03
what came out of it. All correctness findings are resolved. documentation pass: they described AI-DnD's hosted, scripted, multi-user product. Both are
still in Git history, and in upstream.
## License ## License
+241 -15
View File
@@ -32,8 +32,19 @@ the import recomputes them:
* `lineage` is a cache of `parent` plus `fork_depth`. Shipping it as well would * `lineage` is a cache of `parent` plus `fork_depth`. Shipping it as well would
put a second source of truth for one fact into a file anyone can hand-edit, put a second source of truth for one fact into a file anyone can hand-edit,
and the two could then disagree without any read reporting it. and the two could then disagree without any read reporting it.
* The head depth is the tip of the head branch, which is a fact about the nodes * The head depth used to be derived the same way — the tip of the head branch,
that arrived with it. a fact about the nodes that arrived with it. M3 moved it to the other side of
the rule. Undo no longer deletes, so a story can be read at a position behind
its retained tip, and where the reader stopped is a decision nobody can
recompute from the rows: the same tree exports identically whether the user
undid three turns or none. `headDepth` is therefore written, and an import
that ignored it would silently Redo the story to its newest retained turn,
which is the Phase 0B export finding this milestone exists to close.
A bundle written before M3 has no `headDepth` key, and there is nothing lost in
that: at the time it was written the head could not sit behind the tip, so the
derived answer *was* the recorded one. Such a file imports by deriving, exactly
as it always did.
Every hand-editable coordinate is therefore checked before a row is written, in Every hand-editable coordinate is therefore checked before a row is written, in
`plan`, rather than repaired afterwards. An import that fails partway leaves an `plan`, rather than repaired afterwards. An import that fails partway leaves an
@@ -117,9 +128,22 @@ def export(db: Session, adventure: models.Adventure) -> dict:
# belongs to is the root. `_local` places its nodes there. # belongs to is the root. `_local` places its nodes there.
"branches": [_exported_branch(b, local) for b in branches] or [_ROOT], "branches": [_exported_branch(b, local) for b in branches] or [_ROOT],
"headBranch": local.get(adventure.head_branch_id, 0), "headBranch": local.get(adventure.head_branch_id, 0),
# M3. Where the story is being read, which is not always where it
# ends. See the head-depth rule at the top of this module.
"headDepth": adventure.head_depth,
"memoryCursor": _exported_anchor(adventure, cursors.MEMORY, local), "memoryCursor": _exported_anchor(adventure, cursors.MEMORY, local),
"summaryCursor": _exported_anchor(adventure, cursors.SUMMARY, local), "summaryCursor": _exported_anchor(adventure, cursors.SUMMARY, local),
"memories": [_exported_memory(m, local) for m in adventure.memories], "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": [ "storyCards": [
{"type": c.type, "name": c.name, "keys": c.keys, {"type": c.type, "name": c.name, "keys": c.keys,
"entry": c.entry, "notes": c.notes} "entry": c.entry, "notes": c.notes}
@@ -151,6 +175,15 @@ def _exported_branch(branch: models.Branch, local: dict[int, int]) -> dict:
# unnamed tree byte-identical to the one SP6 wrote. # unnamed tree byte-identical to the one SP6 wrote.
if branch.name: if branch.name:
out["name"] = branch.name out["name"] = branch.name
# M3. A branch the story left behind is a decision too — the depth a
# divergent write departed at — so it goes in the file by the same rule that
# puts the fork points in it. A restored backup that could not tell abandoned
# history from active history would have lost the only thing distinguishing
# them, since every row of both arrives either way. Omitted when the branch
# is active, which keeps a file for a never-undone tree as it was.
if branch.superseded_at is not None:
out["supersededAt"] = branch.superseded_at.isoformat()
out["supersededDepth"] = branch.superseded_depth
return out return out
@@ -192,6 +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: def _imported_persona(persona) -> dict:
"""Reads a bundle's `persona` block into `Adventure` keyword arguments. """Reads a bundle's `persona` block into `Adventure` keyword arguments.
@@ -252,11 +314,23 @@ def plan(bundle: dict, version: str) -> dict:
_planned_nodes(bundle, len(branches)) if version == FORMAT _planned_nodes(bundle, len(branches)) if version == FORMAT
else _planned_v1_nodes(bundle) else _planned_v1_nodes(bundle)
) )
head = _as_index(bundle.get("headBranch"), len(branches), default=0)
return { return {
"branches": branches, "branches": branches,
"nodes": nodes, "nodes": nodes,
"memories": _planned_memories(bundle, len(branches)), "memories": _planned_memories(bundle, len(branches)),
"head": _as_index(bundle.get("headBranch"), len(branches), default=0), # 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
# then, which is what those files were written expecting.
"headDepth": _planned_head_depth(bundle, branches, nodes, head),
# Version 2 records where the derived work reached. Version 1 counted # Version 2 records where the derived work reached. Version 1 counted
# it, and a count cannot become a node until the nodes exist. See # it, and a count cannot become a node until the nodes exist. See
# `settle`. # `settle`.
@@ -268,6 +342,58 @@ def plan(bundle: dict, version: str) -> dict:
} }
def _derived_tip(branches: list[dict], nodes: list[dict], head: int) -> int:
"""Returns where the head branch's story ends, which is where a file that
does not state a head depth is opened.
This is the rule `tree.refresh_head` applies and the one every bundle
written before M3 was exported under: the deepest node that arrived on the
head branch, or, for a branch that carries none of its own, the fork point
it inherits its story up to.
"""
depths = [n["depth"] for n in nodes if n["branch"] == head]
if depths:
return max(depths)
fork_depth = branches[head].get("forkDepth")
return fork_depth if fork_depth is not None else lineage.NO_DEPTH
def _planned_head_depth(
bundle: dict, branches: list[dict], nodes: list[dict], head: int
) -> int | None:
"""Returns the active head depth the file states, or None if it states none.
Checked here rather than repaired later, for the reason the module docstring
gives: a coordinate that disagrees with the rows is not a value any read can
be given, and an import that discovers it afterwards has already written
half a tree.
Two bounds. A head past the retained tip is a file claiming the story is
read somewhere it does not reach — the shape a truncated or hand-edited
export takes, and the one that would silently move the reader forward.
Below, `NO_DEPTH` is the floor, because an adventure with no story at all
sits one step in front of its first node.
A head *behind* the tip is not an error. It is the whole point: it is a
story the user undid and did not redo, and it must import undone.
"""
stated = bundle.get("headDepth")
if stated is None:
return None
tip = _derived_tip(branches, nodes, head)
if not _is_int(stated) or stated < lineage.NO_DEPTH:
raise HTTPException(
400, f"The file gives the active head depth as {stated!r}."
)
if stated > tip:
raise HTTPException(
400,
f"The file reads its story at depth {stated}, but branch {head} "
f"ends at {tip}.",
)
return stated
def _planned_branches(bundle: dict) -> list[dict]: def _planned_branches(bundle: dict) -> list[dict]:
raw = bundle.get("branches") raw = bundle.get("branches")
entries = [b for b in raw if isinstance(b, dict)] if isinstance(raw, list) else [] entries = [b for b in raw if isinstance(b, dict)] if isinstance(raw, list) else []
@@ -277,8 +403,9 @@ def _planned_branches(bundle: dict) -> list[dict]:
for i, entry in enumerate(entries): for i, entry in enumerate(entries):
parent = entry.get("parent") parent = entry.get("parent")
name = _planned_branch_name(entry, i) name = _planned_branch_name(entry, i)
left = _planned_supersession(entry)
if parent is None: if parent is None:
specs.append(dict(_ROOT, **({"name": name} if name else {}))) specs.append(dict(_ROOT, **({"name": name} if name else {}), **left))
continue continue
# A branch may fork only from a branch listed before it. The export # A branch may fork only from a branch listed before it. The export
# writes them that way, because branches are numbered in creation order # writes them that way, because branches are numbered in creation order
@@ -302,10 +429,27 @@ def _planned_branches(bundle: dict) -> list[dict]:
specs.append({ specs.append({
"parent": parent, "forkDepth": fork_depth, "parent": parent, "forkDepth": fork_depth,
**({"name": name} if name else {}), **({"name": name} if name else {}),
**left,
}) })
return specs return specs
def _planned_supersession(entry: dict) -> dict:
"""Returns the branch's disposition as the file gives it, or nothing.
Both keys or neither. A time with no depth cannot say what was displaced and
a depth with no time is not a record of anything having happened, so a file
carrying one of them is treated as carrying neither rather than half of a
fact — no read depends on these columns, and inventing the missing half
would be the only way to get a wrong answer out of them.
"""
at = _as_time(entry.get("supersededAt"))
depth = entry.get("supersededDepth")
if at is None or not _is_int(depth):
return {}
return {"supersededAt": at, "supersededDepth": depth}
def _planned_branch_name(entry: dict, i: int) -> str | None: def _planned_branch_name(entry: dict, i: int) -> str | None:
"""Returns the name a branch entry carries, or `None` if nobody named it. """Returns the name a branch entry carries, or `None` if nobody named it.
@@ -427,6 +571,57 @@ def _planned_memories(bundle: dict, branches: int) -> list[dict]:
return out 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: def _planned_anchors(bundle: dict, branches: int) -> dict:
anchors = {} anchors = {}
for name in ("memory", "summary"): for name in ("memory", "summary"):
@@ -452,6 +647,7 @@ def write(db: Session, adventure: models.Adventure, story: dict) -> None:
_write_nodes(db, adventure, story["nodes"], ids) _write_nodes(db, adventure, story["nodes"], ids)
_write_memories(db, adventure, story["memories"], ids) _write_memories(db, adventure, story["memories"], ids)
_point_the_head(adventure, story, ids) _point_the_head(adventure, story, ids)
_write_checkpoints(db, adventure, story["checkpoints"], ids)
_write_anchors(adventure, story, ids) _write_anchors(adventure, story, ids)
@@ -479,6 +675,8 @@ def _write_branches(
lineage=[], lineage=[],
name=spec.get("name"), name=spec.get("name"),
created_at=models.utcnow(), created_at=models.utcnow(),
superseded_at=spec.get("supersededAt"),
superseded_depth=spec.get("supersededDepth"),
) )
).inserted_primary_key[0] ).inserted_primary_key[0]
entries = [[new_id, None]] entries = [[new_id, None]]
@@ -565,25 +763,53 @@ def _write_memories(
db.add(memory) 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( def _point_the_head(
adventure: models.Adventure, story: dict, ids: list[int] adventure: models.Adventure, story: dict, ids: list[int]
) -> None: ) -> None:
"""Sets which branch the story is played on, and how deep it goes. """Sets which branch the story is played on, and where it is being read.
The branch comes from the file and the depth does not. The tip of a branch is Both come from the file now (M3). A bundle that states its head depth is
whatever arrived on it, and a branch with no nodes of its own sits at its opened exactly where its owner left it, undone turns and all, and the turns
fork point, which is the last node its story contains. That node is borrowed past that point arrive as the retained future they were exported as.
but it is still the tip. This is the rule `tree.refresh_head` applies, run
here before a flush. A file that states none is opened at the tip of its head branch — whatever
arrived on it, or, for a branch carrying no nodes of its own, the fork point
that is the last node its story contains. That is the rule
`tree.refresh_head` applies and the only answer a pre-M3 bundle can be given,
because at the time it was written the head could not be anywhere else.
""" """
head = story["head"] head = story["head"]
adventure.head_branch_id = ids[head] adventure.head_branch_id = ids[head]
depths = [n["depth"] for n in story["nodes"] if n["branch"] == head] if story["headDepth"] is not None:
if depths: adventure.head_depth = story["headDepth"]
adventure.head_depth = max(depths)
return return
fork_depth = story["branches"][head].get("forkDepth") adventure.head_depth = _derived_tip(story["branches"], story["nodes"], head)
adventure.head_depth = fork_depth if fork_depth is not None else lineage.NO_DEPTH
def _write_anchors( def _write_anchors(
+55 -7
View File
@@ -78,7 +78,16 @@ class Path:
"""One story, expressed as a SQL clause and as a Python predicate. """One story, expressed as a SQL clause and as a Python predicate.
The object holds the lineage entries newest first, plus the depth of the The object holds the lineage entries newest first, plus the depth of the
tip. The tip is used only to estimate how much story each entry covers. head. Every entry is read as capped at the head, which is what makes the
active head a position the whole application honours (M3).
Before M3 the head was always the deepest node, so the cap never bit and the
tip was used only to estimate how much story each entry covers. Undo now
moves the head backward without deleting anything, so a path can have live
nodes past its head, and those nodes are not part of the story being told.
Capping here is what hides them, and it hides them from every read at once:
the transcript, the context builder, `attempts.preceding`, and memory
retrieval all funnel through `path_of`.
""" """
def __init__(self, entries: list[tuple[int, int | None]], tip: int | None = None): def __init__(self, entries: list[tuple[int, int | None]], tip: int | None = None):
@@ -91,6 +100,40 @@ class Path:
def __len__(self) -> int: def __len__(self) -> int:
return len(self.entries) return len(self.entries)
# ------------------------------------------------------------- the head
def _cap(self, max_depth: int | None) -> int | None:
"""Returns `max_depth` limited by the head, which no read may pass.
Three cases, and the third is the one M3 added:
* No head recorded (`tip is None`). The caller asked for the lineage
without a position, so the entry's own cap stands. `tree` builds such
a path when it resolves the node in front of a depth.
* An uncapped entry, which means "this branch through to its tip". The
head is the cap.
* A capped entry, which is an ancestor capped at the fork depth. The
head still wins when it sits behind that fork, because undoing below
a fork point is undoing into the shared prefix. Taking the smaller of
the two is what lets Undo walk back past a fork instead of stopping
there — safe now that it deletes nothing.
"""
if self.tip is None:
return max_depth
if max_depth is None:
return self.tip
return min(max_depth, self.tip)
def uncapped(self) -> "Path":
"""Returns the same lineage read through to its retained tip.
This is the retained history, head or no head: what Redo can still walk
forward into, and what a write below the head has to fork away from.
Only those two callers should use it. Every read of *the story* wants
the capped path.
"""
return Path(self.entries, None)
# ---------------------------------------------------------------- SQL # ---------------------------------------------------------------- SQL
def clause( def clause(
@@ -125,7 +168,9 @@ class Path:
entries = self.entries if count is None else self.entries[:count] entries = self.entries if count is None else self.entries[:count]
if not entries: if not entries:
return false() return false()
on_path = or_(*[self._entry_clause(model, b, d) for b, d in entries]) on_path = or_(
*[self._entry_clause(model, b, self._cap(d)) for b, d in entries]
)
if model is models.Action: if model is models.Action:
return and_(on_path, models.Action.live.is_(True)) return and_(on_path, models.Action.live.is_(True))
return on_path return on_path
@@ -155,9 +200,10 @@ class Path:
for branch_id, max_depth in self.entries: for branch_id, max_depth in self.entries:
if node.branch_id != branch_id: if node.branch_id != branch_id:
continue continue
if max_depth is None: cap = self._cap(max_depth)
if cap is None:
return True return True
if node.depth is not None and node.depth <= max_depth: if node.depth is not None and node.depth <= cap:
return True return True
return False return False
@@ -187,7 +233,7 @@ class Path:
return total return total
covered = 0 covered = 0
for i, (_, max_depth) in enumerate(self.entries): for i, (_, max_depth) in enumerate(self.entries):
top = self.tip if max_depth is None else max_depth top = self._cap(max_depth)
below = self.entries[i + 1][1] if i + 1 < total else NO_DEPTH below = self.entries[i + 1][1] if i + 1 < total else NO_DEPTH
if top is None or below is None: if top is None or below is None:
# Either no tip was recorded, or a hand-written row is missing a # Either no tip was recorded, or a hand-written row is missing a
@@ -211,7 +257,8 @@ class Path:
story has forked. story has forked.
""" """
for i, (_, max_depth) in enumerate(self.entries): for i, (_, max_depth) in enumerate(self.entries):
if max_depth is not None and max_depth <= depth: cap = self._cap(max_depth)
if cap is not None and cap <= depth:
return i return i
return len(self.entries) return len(self.entries)
@@ -241,7 +288,8 @@ class Path:
return depth return depth
for entry_branch, max_depth in self.entries: for entry_branch, max_depth in self.entries:
if entry_branch == branch_id: if entry_branch == branch_id:
return depth if max_depth is None else min(depth, max_depth) cap = self._cap(max_depth)
return depth if cap is None else min(depth, cap)
return NO_DEPTH return NO_DEPTH
+405
View File
@@ -0,0 +1,405 @@
"""M3: where the story is being read, and what moving that point costs.
Undo used to delete. It removed the trailing nodes, let `tree.refresh_head`
recompute the tip from what survived, and the story was wherever the rows ended.
That made the head a derived value and made Redo impossible, because the turns it
would have moved forward into were gone.
The head is now a stored position that can sit behind the retained tip. Nothing
is deleted, so three things that used to be the same question are now three
different ones:
* **the active head** — `adventure.head_branch_id` and `adventure.head_depth`,
the end of the story being told. Every read of the story stops here, because
`lineage.Path` caps every entry at it.
* **the retained tip** — the deepest live node still on the lineage. Redo walks
toward it. It is read through `Path.uncapped()`, and only this module and the
divergence check may look at it.
* **the opening** — the shallowest node on the story, which is the floor Undo
may not pass.
Everything that moves the head or asks a question about it lives here, so the
turn engine, Retry, Add-take, Undo, Redo and Edit share one set of rules rather
than four similar ones. The Phase 0B spike put the fork check in the write path
and left Retry and Add-take on the old one, which is exactly the divergence this
module exists to prevent.
The state that belongs to a position is not recomputed. Every node carries the
world state it left behind (`attempts.snapshot_outcome`), so moving the head is a
row lookup plus `attempts.restore_state`, at any distance, in either direction.
"""
from sqlalchemy.orm import Session, undefer
from . import attempts, models, tree
from .context import lineage
# The kinds of node a player writes. An undo or a redo steps over a whole turn,
# which is one of these followed by the reply to it, so both ends need to agree
# on what "a player's half of a turn" is.
PLAYER_TYPES = ("do", "say", "story", "continue")
# ------------------------------------------------------------------ reading
def opening_depth(db: Session, adventure: models.Adventure) -> int | None:
"""Returns the depth of the first node of the story, or None if there is none.
This is Undo's floor. The Phase 0B spike moved the head to -1 and rendered an
empty transcript, because its guard tested for a node of type `start` and an
adventure opened with a player-written `story` action has none. Asking the
path for its shallowest node needs no such special case: whatever the opening
is called, it is the node with the smallest depth, and the story keeps it.
The read is uncapped. The opening does not move when the head does, and
capping would make the floor depend on where the head already is.
"""
return (
db.query(models.Action.depth)
.filter(
models.Action.adventure_id == adventure.id,
lineage.path_of(db, adventure).uncapped().clause(models.Action),
)
.order_by(models.Action.depth.asc(), models.Action.id.asc())
.limit(1)
.scalar()
)
def retained_tip(db: Session, adventure: models.Adventure) -> int | None:
"""Returns the depth of the deepest live node still retained on this lineage.
This is what the head would be if the story had never been undone, and it is
what Redo can reach. It is not the head, and no read of the story may use it.
"""
return (
db.query(models.Action.depth)
.filter(
models.Action.adventure_id == adventure.id,
lineage.path_of(db, adventure).uncapped().clause(models.Action),
)
.order_by(models.Action.depth.desc(), models.Action.id.desc())
.limit(1)
.scalar()
)
def behind_tip(db: Session, adventure: models.Adventure) -> bool:
"""Returns whether retained story sits past the head.
This one predicate answers every "does this write need to fork?" question in
the application. It is true exactly when the user has undone and not redone,
which is the only situation in which writing can displace an accepted future.
It is also what makes "is this turn the tip?" answerable again. Retry,
Add-take and `stand_on` each decide between amending a turn in place and
giving it a branch, and each used to ask `last_action`, which reads the
*capped* path and therefore reports the node at the head as the newest one.
Under a moved-back head that answer is wrong in the dangerous direction: it
says a turn with an accepted future is a leaf, and amending it in place would
leave that future descending from a take that is no longer live.
"""
tip = retained_tip(db, adventure)
return tip is not None and tip > adventure.head_depth
def node_at(
db: Session, adventure: models.Adventure, depth: int
) -> models.Action | None:
"""Returns the live node at `depth` on the retained lineage, outcome loaded.
The read is uncapped on purpose: Redo asks for a node it is about to move the
head onto, which is by definition past the head at the time of asking. The
outcome columns are undeferred because the only reason to fetch this row is
to restore the state it left behind.
"""
return (
db.query(models.Action)
.filter(
models.Action.adventure_id == adventure.id,
lineage.path_of(db, adventure).uncapped().clause(models.Action),
models.Action.depth == depth,
)
.options(
undefer(models.Action.state_after),
undefer(models.Action.world_state_after),
)
.order_by(models.Action.id)
.first()
)
def redo_target(db: Session, adventure: models.Adventure) -> int | None:
"""Returns the depth the head moves to on Redo, or None if there is nowhere.
Redo steps over a whole turn, the same unit Undo steps back over, so a
player's action and the reply to it move together. Landing between them would
show the story an input with no answer and would leave the next Undo undoing
half a turn.
The walk is along the retained lineage, which is what makes Redo follow the
continuation that was active rather than choosing among branches. After a
divergence the new branch *is* the lineage, and the displaced future is no
longer on it, so this returns None without having to know that a divergence
happened. That is `STORY-BRANCH-SEMANTICS.md` §8 falling out of the lineage
rather than being enforced by a flag.
"""
ahead = (
db.query(models.Action)
.filter(
models.Action.adventure_id == adventure.id,
lineage.path_of(db, adventure).uncapped().clause(models.Action),
models.Action.depth > adventure.head_depth,
)
.order_by(models.Action.depth.asc(), models.Action.id.asc())
.limit(2)
.all()
)
if not ahead:
return None
first = ahead[0]
if (
first.type in PLAYER_TYPES
and len(ahead) > 1
and ahead[1].type == "ai"
and ahead[1].depth == (first.depth or 0) + 1
):
return ahead[1].depth
return first.depth
def can_redo(db: Session, adventure: models.Adventure) -> bool:
"""Returns whether an ordinary Redo is available from where the head is."""
return redo_target(db, adventure) is not None
def undo_target(
db: Session, adventure: models.Adventure
) -> tuple[int, models.Action] | None:
"""Returns where Undo moves the head, and the first node it steps back over.
None means there is nothing to undo, which is either an empty story or a head
already resting on the opening. The caller turns that into a 400; this
function does not raise, so that the same question can be asked without
committing to undoing.
A turn is the player's node plus the reply to it, and both move together for
the reason given in `redo_target`. The player half is only claimed when it is
directly in front of the reply, so a bare `continue`, which writes no player
node, steps back over the reply alone.
"""
newest = (
db.query(models.Action)
.filter(
models.Action.adventure_id == adventure.id,
lineage.path_of(db, adventure).clause(models.Action),
)
.order_by(models.Action.depth.desc(), models.Action.id.desc())
.limit(2)
.all()
)
if not newest:
return None
last = newest[0]
first_stepped = last
before = newest[1] if len(newest) > 1 else None
if (
last.type == "ai"
and before is not None
and before.type in PLAYER_TYPES
and before.depth == (last.depth or 0) - 1
):
first_stepped = before
floor = opening_depth(db, adventure)
if first_stepped.depth is None or floor is None:
return None
if first_stepped.depth <= floor:
# Stepping back over this turn would hide the opening of the campaign,
# which is the pre-campaign state `STORY-BRANCH-SEMANTICS.md` §4 stops
# at. The floor is the opening node itself rather than depth -1, so an
# adventure that opens on a player-written `story` action stops in the
# same place as one that opens on a `start` node.
return None
return first_stepped.depth - 1, first_stepped
def can_undo(db: Session, adventure: models.Adventure) -> bool:
"""Returns whether an ordinary Undo is available from where the head is."""
return undo_target(db, adventure) is not None
def displaced_history_under(
db: Session, adventure: models.Adventure, node: models.Action
) -> bool:
"""Returns whether story the reader cannot see descends from `node`.
This is the question an in-place edit has to ask. Editing rewrites one row
and re-evaluates nothing, which is what makes it a correction rather than a
new continuation. That is harmless while everything descending from the row
is on screen: the reader can see what their correction has to stay
consistent with. It stops being harmless the moment a continuation descends
from the row and is *not* on screen, because the edit then silently changes
the words an invisible stretch of story was written from. That is the one
way M3's retained history can be made to contradict itself.
Refusing is deliberately the whole of the fix. Making such an edit fork, so
the original text and its future stay whole, is
`STORY-BRANCH-SEMANTICS.md` §14-15 — and §15 requires re-evaluating the
state the edited prose implies, which is M5's extraction pass. Neither is
started here.
The question is asked as one shape rather than two, because the two ways a
descendant becomes invisible turn out to be the same fact. An undone future
sits past the head on this very lineage; a displaced line sits past a fork
on a branch the story left. In both cases there is a live node, deeper than
this one, that descends from it and is not on the path being read — and the
departed branch is usually an *ancestor* of the branch now being read, which
is why "branches other than the active one" is the wrong set to look at.
Only the deepest live node on each descending branch is examined. Whether a
node is on the read path is monotone in depth: a branch is on the path with
a cap, and a node is visible when its depth is at or under that cap. So if
the deepest one is visible, every shallower one is too, and if it is not,
the answer is already yes.
A node that is not live has no descendants of its own — a take the story
moved past keeps a continuation only by being forked, and that fork is a
branch this loop asks about anyway — so editing one is always safe.
"""
if not node.live or node.depth is None:
return False
read = lineage.path_of(db, adventure)
branches = (
db.query(models.Branch)
.filter(models.Branch.adventure_id == adventure.id)
.all()
)
for branch in branches:
# Uncapped: the question is what this branch's story descends from, not
# how much of it the reader is currently being shown.
if not lineage.Path(lineage.entries_of(branch)).contains(node):
continue
deepest = (
db.query(models.Action)
.filter(
models.Action.adventure_id == adventure.id,
models.Action.branch_id == branch.id,
models.Action.live.is_(True),
models.Action.depth > node.depth,
)
.order_by(models.Action.depth.desc(), models.Action.id.desc())
.first()
)
if deepest is not None and not read.contains(deepest):
return True
return False
# ------------------------------------------------------------------ writing
def move_to(db: Session, adventure: models.Adventure, depth: int) -> None:
"""Moves the active head to `depth` and restores the state recorded there.
This is the whole of Undo and Redo. Nothing is deleted, nothing is
recomputed, and the direction of travel does not matter: the node at the
destination carries the world state it left behind, so arriving from in front
of it and arriving from behind it restore the same value.
A destination with no node — the head resting one step in front of the
opening — leaves the live state alone, which is `attempts.restore_state`'s
rule for a missing snapshot and the reason it is not this function's job to
invent an empty one.
"""
adventure.head_depth = depth
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.
Returns whether a branch was created, which is what a caller reports as a
divergence.
Called before every write that continues the story, and it does nothing on
the ordinary path where the head is already at the tip. That is the property
worth keeping: a story that is never undone forks exactly as often as it did
before M3, so the branch table does not fill up with one branch per turn.
Undo alone must not fork. Moving the head is not a decision to abandon
anything — the user may be reading, or about to Redo. Only the first write
below the head states which continuation they mean, which is
`STORY-BRANCH-SEMANTICS.md` §8 and §20 and what makes Redo survive an Undo.
`tree.branch_at` leaves the departed branch exactly as it is: its nodes stay
live, at their depths, on their branch. The new branch inherits the story up
to the head and owns everything written from here, so the displaced future
remains reachable through the branch it was written on.
"""
if not behind_tip(db, adventure):
return False
departed = lineage.branch_of(db, adventure)
at_depth = adventure.head_depth
tree.branch_at(db, adventure, at_depth)
if departed is not None:
mark_superseded(departed, at_depth)
return True
def mark_superseded(branch: models.Branch, depth: int) -> None:
"""Records that this branch's story past `depth` was displaced.
`DATA-MODEL.md` §5 gives a branch a disposition of active, retained or
disposable. This is that disposition, stored as the fact that produced it
rather than as a word: the depth the story left at, and when. A branch with
no `superseded_at` is active; one with a value has retained history past that
depth which no active head is reading.
Nothing in the application reads these columns to make a decision, and that
is deliberate. Redo is decided by the lineage, not by a flag, so a stale or
hand-edited value here cannot make the story wrong. They exist so that the
cleanup and discarded-history features `STORY-BRANCH-SEMANTICS.md` §28 and
§29 leave to a later version have something to select on, and so that a
divergence is observable in a test.
The shallowest departure wins. A branch left at depth 9 and later left again
at depth 4 has retained history from 4 onward, and recording the later, deeper
value would understate what was displaced.
"""
if branch.superseded_depth is None or depth < branch.superseded_depth:
branch.superseded_depth = depth
if branch.superseded_at is None:
branch.superseded_at = models.utcnow()
+20 -1
View File
@@ -301,7 +301,8 @@ MIGRATIONS: list[tuple[int, str | dict[str, str]]] = [
(63, "ALTER TABLE actions ADD COLUMN parent_id INTEGER REFERENCES actions(id) ON DELETE SET NULL"), (63, "ALTER TABLE actions ADD COLUMN parent_id INTEGER REFERENCES actions(id) ON DELETE SET NULL"),
(64, "CREATE INDEX IF NOT EXISTS ix_actions_parent ON actions (parent_id)"), (64, "CREATE INDEX IF NOT EXISTS ix_actions_parent ON actions (parent_id)"),
# Phase 17: `Settings.stream` was dead state. Nothing ever read it, and every # Phase 17: `Settings.stream` was dead state. Nothing ever read it, and every
# turn streams. This is item S1 in `docs/self-review.md`. The table holds one # turn streams; upstream's self-review log flagged it as dead state. The
# table holds one
# row per user, so the rewrite is small and needs no VACUUM FULL. # row per user, so the rewrite is small and needs no VACUUM FULL.
(65, "ALTER TABLE settings DROP COLUMN stream"), (65, "ALTER TABLE settings DROP COLUMN stream"),
# Phase 17, SP8: drop the eight columns the story tree replaced. Each one was # Phase 17, SP8: drop the eight columns the story tree replaced. Each one was
@@ -342,6 +343,24 @@ MIGRATIONS: list[tuple[int, str | dict[str, str]]] = [
# client, which a cold model load on a CPU-only machine can exceed. The # client, which a cold model load on a CPU-only machine can exceed. The
# default matches `providers.openai_compatible.DEFAULT_READ_TIMEOUT`. # default matches `providers.openai_compatible.DEFAULT_READ_TIMEOUT`.
(77, "ALTER TABLE settings ADD COLUMN model_timeout_seconds INTEGER NOT NULL DEFAULT 300"), (77, "ALTER TABLE settings ADD COLUMN model_timeout_seconds INTEGER NOT NULL DEFAULT 300"),
# M3. A branch left behind by a divergent write records where the story left
# it. NULL means active, which is what every existing branch is: before M3
# the head could not sit behind the tip, so no branch had been superseded.
# 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) LATEST_VERSION = max((v for v, _ in MIGRATIONS), default=1)
+72
View File
@@ -228,6 +228,78 @@ class Branch(Base):
# branch by its fork depth, which deleting a branch does not change. # branch by its fork depth, which deleting a branch does not change.
name: Mapped[str | None] = mapped_column(String(80), nullable=True) name: Mapped[str | None] = mapped_column(String(80), nullable=True)
created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow) created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow)
# M3: the disposition `DATA-MODEL.md` §5 gives a branch, stored as the fact
# that produced it. NULL means active. A value means a divergent write left
# this branch at `superseded_depth`, so its nodes past that depth are
# retained history that no active head is reading.
#
# Nothing reads these to decide behaviour. Redo follows the lineage, so a
# wrong value here cannot make the story wrong; they exist for the cleanup
# and discarded-history features that `STORY-BRANCH-SEMANTICS.md` §28-29
# leave to a later version. See `head.mark_superseded`.
superseded_at: Mapped[datetime | None] = mapped_column(DateTime, nullable=True)
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.
**Nothing removes a Save Point but the user.** 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).
That includes deleting a branch. `branch_id` carries `ON DELETE CASCADE` as
referential integrity — a Save Point must never point at a branch that is
gone — but the branch endpoint refuses to delete a branch any Save Point
names, so the cascade does not fire through the application
(`routers/adventures/branches.py`, `STORY-BRANCH-SEMANTICS.md` §19.1). The
user deletes the Save Point first, which deletes no story, and then the
branch. Deleting the whole campaign does cascade, and should: that is what
the user asked for.
"""
__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): class Memory(Base):
+4 -1
View File
@@ -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 turns playing a turn, and the lock that allows only one at a time
takes retries and the attempts that collect at one coordinate takes retries and the attempts that collect at one coordinate
branches where a story splits 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: What this package re-exports, and what it deliberately does not:
@@ -31,6 +32,7 @@ from . import ( # noqa: F401
turns, turns,
takes, takes,
branches, branches,
checkpoints,
bundle_io, bundle_io,
refresh, refresh,
insights, insights,
@@ -40,7 +42,7 @@ from . import ( # noqa: F401
from ... import limits # noqa: F401 `adventures.limits` is patched by tests. from ... import limits # noqa: F401 `adventures.limits` is patched by tests.
from .crud import SNIPPET_MAX, _snippet from .crud import SNIPPET_MAX, _snippet
from .paging import ACTION_PAGE from .paging import ACTION_PAGE
from .takes import retry_action, undo_turn from .takes import redo_turn, retry_action, undo_turn
from .turns import world_delta_of from .turns import world_delta_of
__all__ = [ __all__ = [
@@ -48,6 +50,7 @@ __all__ = [
"SNIPPET_MAX", "SNIPPET_MAX",
"_snippet", "_snippet",
"limits", "limits",
"redo_turn",
"retry_action", "retry_action",
"router", "router",
"undo_turn", "undo_turn",
+35 -1
View File
@@ -8,7 +8,7 @@ coordinate through `nodes.delete_turn`.
from fastapi import Depends, HTTPException from fastapi import Depends, HTTPException
from sqlalchemy.orm import Session from sqlalchemy.orm import Session
from ... import attempts, models, schemas, tree from ... import attempts, head, models, schemas, tree
from ...database import get_db from ...database import get_db
from . import turns from . import turns
@@ -41,6 +41,11 @@ def list_actions(
], ],
total=total, total=total,
has_more=has_more, has_more=has_more,
# Every page carries them, not just the newest window: the client reads
# the flags off whichever page arrived last, and scrolling up must not
# be able to grey out a Redo that is still available (M3).
can_undo=head.can_undo(db, adventure),
can_redo=head.can_redo(db, adventure),
) )
@@ -55,6 +60,27 @@ def update_action(
action = db.get(models.Action, action_id) action = db.get(models.Action, action_id)
if action is None or action.adventure_id != adventure_id: if action is None or action.adventure_id != adventure_id:
raise HTTPException(404, "Action not found") raise HTTPException(404, "Action not found")
# An edit rewrites this row and re-evaluates nothing after it, which is what
# makes it a correction rather than a new continuation. That is safe while
# everything descending from the row is on screen, and unsafe the moment
# something descends from it that is not — an undone future, or a line a
# divergence left behind. The reader cannot see that story, so they cannot
# see what their correction has just contradicted (M3).
#
# Refusing is the whole of the fix, deliberately. Making the edit fork, so
# that the original text and its future stay whole, is
# `STORY-BRANCH-SEMANTICS.md` §14-15 — and §15 requires re-evaluating the
# state the edited prose implies, which is M5's extraction pass. Neither is
# started here. What is closed is the one case where the application could
# produce retained history that silently disagrees with itself.
if head.displaced_history_under(db, adventure, action):
raise HTTPException(
400,
"This turn has a later story that is not on screen — undone, or "
"left behind by a new continuation. Editing it here would change "
"the words that story was written from. Redo to bring it back "
"first, or play the turn again to start a new line from here.",
)
# One row holds one text. Nothing mirrors it now, so nothing else has to be # One row holds one text. Nothing mirrors it now, so nothing else has to be
# updated. The edit used to have to be written into the live variant entry # updated. The edit used to have to be written into the live variant entry
# as well, or paging away and back reverted it. # as well, or paging away and back reverted it.
@@ -81,6 +107,7 @@ def delete_action(
# This works like undo. The turn is deleted with all of its attempts, # This works like undo. The turn is deleted with all of its attempts,
# and whatever it produced is withdrawn. The marks are depths, and a # and whatever it produced is withdrawn. The marks are depths, and a
# depth does not move when an action before it is deleted. # depth does not move when an action before it is deleted.
was_at = adventure.head_depth
delete_turn(db, adventure, action) delete_turn(db, adventure, action)
db.flush() db.flush()
db.expire(adventure, ["actions"]) db.expire(adventure, ["actions"])
@@ -88,6 +115,13 @@ def delete_action(
# middle leaves a gap in the depths, which is intended. See # middle leaves a gap in the depths, which is intended. See
# `_backfill_tree`. # `_backfill_tree`.
tree.refresh_head(db, adventure) tree.refresh_head(db, adventure)
# `refresh_head` recomputes the tip, which since M3 is not the head. A
# story sitting behind its retained tip must not be dragged forward to
# the tip by an unrelated delete — that would silently Redo it. Keep the
# head where the reader left it, unless the delete took the ground out
# from under it, in which case the new tip is as far as it can stay.
if was_at < adventure.head_depth:
adventure.head_depth = was_at
# The script state and the world state belong to the adventure, not to # The script state and the world state belong to the adventure, not to
# the node, so deleting the node does not take back what it did to # the node, so deleting the node does not take back what it did to
# them. Put them back to what the story now ends with, which is the # them. Put them back to what the story now ends with, which is the
+90 -6
View File
@@ -56,6 +56,19 @@ def list_branches(
.group_by(models.Action.branch_id) .group_by(models.Action.branch_id)
.all() .all()
} }
# M4 closeout: how many Save Points name a position on each line. Deleting a
# branch deletes them along with its story, and the panel has to be able to
# say so before the button is pressed (review §R B-2). One grouped query for
# the whole tree, like the one above it — never one per branch.
save_points = {
branch_id: count
for branch_id, count in db.query(
models.Checkpoint.branch_id, func.count(models.Checkpoint.id)
)
.filter(models.Checkpoint.adventure_id == adventure.id)
.group_by(models.Checkpoint.branch_id)
.all()
}
out = [] out = []
for branch in branches: for branch in branches:
count, tip = owned.get(branch.id, (0, None)) count, tip = owned.get(branch.id, (0, None))
@@ -70,6 +83,7 @@ def list_branches(
branch.fork_depth if branch.fork_depth is not None else tree.NO_DEPTH branch.fork_depth if branch.fork_depth is not None else tree.NO_DEPTH
), ),
own_actions=count, own_actions=count,
save_points=save_points.get(branch.id, 0),
is_head=(branch.id == adventure.head_branch_id), is_head=(branch.id == adventure.head_branch_id),
name=branch.name, name=branch.name,
created_at=branch.created_at, created_at=branch.created_at,
@@ -151,15 +165,31 @@ def delete_branch(
heavily retried adventure from growing without bound. That is why it ships heavily retried adventure from growing without bound. That is why it ships
with the view that first lets anyone create a fork rather than after it. with the view that first lets anyone create a fork rather than after it.
Two kinds of branch cannot be deleted. The root cannot, because it holds the Three kinds of branch cannot be deleted. The root cannot, because it holds
turns every other branch borrows, so deleting it deletes the whole story. The the turns every other branch borrows, so deleting it deletes the whole story.
branch currently being read cannot, and neither can any branch it was forked The branch currently being read cannot, and neither can any branch it was
from, because the cascade would remove the head under the player and leave forked from, because the cascade would remove the head under the player and
`head_branch_id` dangling. Switch branches first. leave `head_branch_id` dangling. Switch branches first.
The third is M4's: **a branch a Save Point names cannot be deleted while that
Save Point exists.** `STORY-BRANCH-SEMANTICS.md` §19 says a named checkpoint
remains until explicitly deleted, and §28 says a future cleanup feature must
retain paths referenced by checkpoints. A cascade that removed Save Points
along with a branch would break both, and would break them silently: the
story the user asked to delete is the visible thing, and the named moments
would go without ever being named in the request. So the deletion is refused,
the Save Points are listed, and the user decides — delete the Save Point
first, then the branch. Deleting a Save Point still deletes no story (§25),
so the recovery costs nothing but a click.
The check covers the whole doomed subtree, not just this branch, because
deleting a branch takes everything forked from it.
Nodes and memories are deleted by `ON DELETE CASCADE`, and descendants by the Nodes and memories are deleted by `ON DELETE CASCADE`, and descendants by the
cascade on `branches.parent_branch_id`, so the delete is a single statement cascade on `branches.parent_branch_id`, so the delete is a single statement
however deep the subtree is. however deep the subtree is. `checkpoints.branch_id` also carries a cascade,
as referential integrity — a Save Point must never point at a branch that is
gone — but the guard above means it does not fire through this endpoint.
""" """
branch = get_branch_or_404(adventure, branch_id, db) branch = get_branch_or_404(adventure, branch_id, db)
if branch.parent_branch_id is None: if branch.parent_branch_id is None:
@@ -178,6 +208,11 @@ def delete_branch(
400, "You are reading this branch, or one forked from it. Switch to " 400, "You are reading this branch, or one forked from it. Switch to "
"another branch first.", "another branch first.",
) )
# Refused before the lock is taken: this is a decision about the request, not
# a race with a turn.
protecting = _save_points_protecting(db, adventure, branch)
if protecting:
raise HTTPException(409, _protected_message(protecting))
turns.acquire_turn_lock(adventure_id) turns.acquire_turn_lock(adventure_id)
try: try:
# Collect the subtree before the delete, because afterwards there is no # Collect the subtree before the delete, because afterwards there is no
@@ -199,6 +234,55 @@ def delete_branch(
finally: finally:
turns._active_turns.discard(adventure_id) turns._active_turns.discard(adventure_id)
# How many Save Point names to spell out before the message starts summarising.
# Enough to be actionable, few enough to stay a sentence.
NAMED_IN_REFUSAL = 3
def _save_points_protecting(
db: Session, adventure: models.Adventure, branch: models.Branch
) -> list[models.Checkpoint]:
"""Returns the Save Points that deleting `branch` would destroy.
The whole subtree, because deleting a branch takes everything forked from
it, and a check that looked only at this branch would let a Save Point on a
child be deleted without a word.
"""
doomed = _branch_subtree(db, adventure, branch)
return (
db.query(models.Checkpoint)
.filter(
models.Checkpoint.adventure_id == adventure.id,
models.Checkpoint.branch_id.in_(doomed),
)
.order_by(models.Checkpoint.created_at, models.Checkpoint.id)
.all()
)
def _protected_message(protecting: list[models.Checkpoint]) -> str:
"""Says which Save Points stand in the way, and what to do about it.
Named rather than counted, because "2 Save Points" leaves the user hunting
for which ones. A long list is truncated so the message stays readable; the
Save Points panel shows the rest.
"""
names = [f"“{c.name}”" for c in protecting[:NAMED_IN_REFUSAL]]
listed = ", ".join(names)
extra = len(protecting) - len(names)
if extra > 0:
listed += f" and {extra} more"
subject = "a Save Point" if len(protecting) == 1 else "Save Points"
return (
f"This branch, or a branch forked from it, is where {subject} "
f"{listed} {'is' if len(protecting) == 1 else 'are'} saved. Delete "
f"{'that Save Point' if len(protecting) == 1 else 'those Save Points'} "
f"first if you no longer need "
f"{'it' if len(protecting) == 1 else 'them'}, then delete the branch. "
f"Deleting a Save Point does not delete any story."
)
def _branch_subtree( def _branch_subtree(
db: Session, adventure: models.Adventure, root: models.Branch db: Session, adventure: models.Adventure, root: models.Branch
) -> set[int]: ) -> set[int]:
+9 -2
View File
@@ -7,7 +7,7 @@ only check ownership and hand the work over.
from fastapi import Body, Depends, Request from fastapi import Body, Depends, Request
from sqlalchemy.orm import Session from sqlalchemy.orm import Session
from ... import bundle, limits, models, schemas from ... import bundle, head, limits, models, schemas
from ...database import get_db from ...database import get_db
from .deps import CurrentUser, current_adventure, router from .deps import CurrentUser, current_adventure, router
@@ -62,7 +62,14 @@ def import_adventure(
db.commit() db.commit()
db.refresh(adventure) db.refresh(adventure)
# A campaign exported while undone imports undone (M3), so the history
# controls have to be right on the response that opens it — otherwise the
# first thing the reader sees about a story with a retained future is a
# greyed-out Redo.
out = schemas.AdventureOut.model_validate(adventure)
out.can_undo = head.can_undo(db, adventure)
out.can_redo = head.can_redo(db, adventure)
# This is not a funnel step. A returning player imports a bundle, so it # This is not a funnel step. A returning player imports a bundle, so it
# says nothing about how far a first-time visitor got. It is counted anyway, # says nothing about how far a first-time visitor got. It is counted anyway,
# because it is the clearest evidence that anyone uses the export format. # because it is the clearest evidence that anyone uses the export format.
return adventure return out
@@ -0,0 +1,351 @@
"""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 dataclasses import dataclass
from fastapi import Depends, HTTPException
from sqlalchemy import and_, or_
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()
)
@dataclass(frozen=True)
class _Coordinate:
"""The shape `lineage.Path` reads, without loading a story row.
`Path.contains` asks three things of a node: its branch, its depth, and
whether it is live. A coordinate already known to resolve has all three, so
the membership question can be put to the coordinate itself. That keeps the
single implementation of "is this on the path being read" in `lineage`,
where M3 put it, while costing no query and no prose.
"""
branch_id: int
depth: int
live: bool = True
def _live_coordinates(
db: Session, adventure: models.Adventure, checkpoints: list[models.Checkpoint]
) -> set[tuple[int, int]]:
"""Returns which of these Save Points' coordinates still name a live turn.
One query for the whole list, selecting two integer columns.
This replaces a resolution per Save Point (M4 review §R B-1), which cost one
query each and loaded whole `Action` entities — narration included — to
answer a question that is only ever "does a row exist here". `paging.py`
states the rule this now follows: a bulk read names the columns it needs, so
a new column costs nothing until someone adds it to the list.
The clause is an OR of exact `(branch, depth)` pairs rather than
`branch IN (…) AND depth IN (…)`, which would match the cross product and
report a Save Point as resolved because *some other* Save Point's depth
exists on *this* one's branch.
"""
coordinates = {(c.branch_id, c.depth) for c in checkpoints}
if not coordinates:
return set()
rows = (
db.query(models.Action.branch_id, models.Action.depth)
.filter(
models.Action.adventure_id == adventure.id,
models.Action.live.is_(True),
or_(*[
and_(models.Action.branch_id == branch, models.Action.depth == depth)
for branch, depth in coordinates
]),
)
.all()
)
return {(branch, depth) for branch, depth in rows}
def _render_all(
db: Session, adventure: models.Adventure, checkpoints: list[models.Checkpoint]
) -> list[schemas.CheckpointOut]:
"""Reads Save Points out with the three facts the panel needs about them.
Bounded work whatever the length of the list: one query for the coordinates
and one lineage for the campaign, both computed before the loop. Rendering
one Save Point and rendering fifty differ in Python, not in round trips.
"""
live = _live_coordinates(db, adventure, checkpoints)
# The path is a property of the campaign, not of any Save Point, so it is
# read once. Reading it per row was the other half of the N+1.
path = lineage.path_of(db, adventure).uncapped()
out = []
for checkpoint in checkpoints:
coordinate = (checkpoint.branch_id, checkpoint.depth)
resolved = coordinate in live
rendered = schemas.CheckpointOut.model_validate(checkpoint)
# The same `depth + 1` the branch list counts with, so a moment number
# means the same thing in both places.
rendered.turn = checkpoint.depth + 1
rendered.resolved = resolved
rendered.on_path = resolved and path.contains(
_Coordinate(checkpoint.branch_id, checkpoint.depth)
)
out.append(rendered)
return out
def _rendered(
db: Session, adventure: models.Adventure, checkpoint: models.Checkpoint
) -> schemas.CheckpointOut:
"""Reads one Save Point out, through the same path the list uses."""
return _render_all(db, adventure, [checkpoint])[0]
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 _render_all(db, adventure, rows)
@router.post(
"/{adventure_id}/checkpoints",
response_model=schemas.CheckpointOut,
status_code=201,
)
def create_checkpoint(
adventure_id: int,
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.
**Held under the campaign's turn lock** (M4 closeout, review §S C-5). "Save
where I am" has to name one committed position, and the head is exactly what
a turn in flight is about to move. Without the lock this endpoint could read
`head_depth` while a turn was mid-commit and store a coordinate for a
position the story had already left — a Save Point silently naming the wrong
moment, which no later operation could detect. It is the same lock Undo,
Redo and Restore take, for the same reason, and not a new mechanism.
Rename and Delete deliberately do **not** take it: neither reads nor moves a
story position, so there is nothing for a turn in flight to race them over.
"""
name = _clean_name(payload.name)
turns.acquire_turn_lock(adventure_id)
try:
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)
finally:
turns._active_turns.discard(adventure_id)
@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)
+8 -1
View File
@@ -9,7 +9,9 @@ from sqlalchemy import func
from sqlalchemy.orm import Session from sqlalchemy.orm import Session
from sqlalchemy.orm.attributes import set_committed_value from sqlalchemy.orm.attributes import set_committed_value
from ... import attempts, images, limits, memorybank, models, schemas, tree, worldstate from ... import (
attempts, head, images, limits, memorybank, models, schemas, tree, worldstate,
)
from ...database import get_db from ...database import get_db
from .deps import CurrentUser, current_adventure, router from .deps import CurrentUser, current_adventure, router
@@ -239,6 +241,11 @@ def get_adventure(
set_committed_value(adventure, "actions", actions) set_committed_value(adventure, "actions", actions)
out = schemas.AdventureOut.model_validate(adventure) out = schemas.AdventureOut.model_validate(adventure)
out.action_count = total out.action_count = total
# M3. Opening a story has to render its history controls correctly, and a
# campaign whose head sits behind the retained tip — undone and then closed —
# must come back with Redo available.
out.can_undo = head.can_undo(db, adventure)
out.can_redo = head.can_redo(db, adventure)
return out return out
+5 -1
View File
@@ -8,7 +8,7 @@ module in the package can import them.
from fastapi import HTTPException from fastapi import HTTPException
from sqlalchemy.orm import Session, undefer from sqlalchemy.orm import Session, undefer
from ... import attempts, memorybank, models, tree from ... import attempts, head, memorybank, models, tree
from ...context import cursors from ...context import cursors
from ...context import lineage from ...context import lineage
@@ -125,6 +125,10 @@ def stand_on(
newest is not None newest is not None
and newest.branch_id == action.branch_id and newest.branch_id == action.branch_id
and newest.depth == action.depth and newest.depth == action.depth
# A turn the head rests on is still not a leaf while a retained future
# descends from it. `last_action` reads the capped path and cannot see
# that future, so switching in place here would strand it (M3).
and not head.behind_tip(db, adventure)
) )
if at_the_tip: if at_the_tip:
# The story at this coordinate is about to change, so withdraw whatever # The story at this coordinate is about to change, so withdraw whatever
+3 -1
View File
@@ -8,7 +8,7 @@ columns and apply the same numbering, so both live here.
from sqlalchemy import func from sqlalchemy import func
from sqlalchemy.orm import Session, load_only from sqlalchemy.orm import Session, load_only
from ... import models, schemas from ... import head, models, schemas
from ...context import lineage from ...context import lineage
@@ -165,4 +165,6 @@ def current_window(db: Session, adventure: models.Adventure) -> schemas.ActionPa
], ],
total=total, total=total,
has_more=has_more, has_more=has_more,
can_undo=head.can_undo(db, adventure),
can_redo=head.can_redo(db, adventure),
) )
+114 -65
View File
@@ -11,7 +11,7 @@ from fastapi import Depends, HTTPException, Request
from fastapi.responses import StreamingResponse from fastapi.responses import StreamingResponse
from sqlalchemy.orm import Session from sqlalchemy.orm import Session
from ... import attempts, limits, memorybank, models, schemas, tree from ... import attempts, head, limits, memorybank, models, schemas, tree
from ...context import cursors from ...context import cursors
from ...context import lineage from ...context import lineage
from ...database import get_db from ...database import get_db
@@ -19,8 +19,8 @@ from ...sse import SSE_HEADERS
from . import turns from . import turns
from .deps import CurrentUser, current_adventure, router from .deps import CurrentUser, current_adventure, router
from .nodes import delete_turn, last_action, stand_on from .nodes import last_action, stand_on
from .paging import action_window, annotate_takes, current_window from .paging import current_window
@router.post("/{adventure_id}/retry") @router.post("/{adventure_id}/retry")
@@ -33,24 +33,44 @@ def retry_action(
): ):
"""Regenerates the last AI action and keeps the discarded attempt. """Regenerates the last AI action and keeps the discarded attempt.
The attempt on screen stays as it was written. The shared script state and The attempt on screen stays as it was written. The world state rolls back to
world state roll back to what the node before it left behind, and the new what the node before it left behind, and the new attempt is stored as a
attempt is stored as a sibling at the same coordinate. No text the AI wrote sibling at the same coordinate. No text the AI wrote is rewritten or deleted.
is rewritten or deleted.
M3 added the one case that cannot be a sibling. Retrying the turn the head
rests on while a retained future still descends from it would leave that
future hanging off a take that is no longer live — the story after it was
written to continue the old text. So a retry from behind the tip takes a
branch instead, exactly as `add_take` does for a turn the story has moved
past. It is the same operation reached from a different button.
""" """
turns.acquire_turn_lock(adventure_id) turns.acquire_turn_lock(adventure_id)
last_ai = None last_ai = None
try: try:
newest = last_action(adventure, db) newest = last_action(adventure, db)
if newest is not None and newest.type == "ai": if newest is not None and newest.type == "ai":
last_ai = newest # Read this before anything moves, and note it is *not*
# `fork_if_behind_head`: this fork leaves the path just in front of
# the turn being retried rather than at the head, so the new take
# lands at the same depth under the same parent.
diverging = head.behind_tip(db, adventure)
if diverging:
departed = lineage.branch_of(db, adventure)
tree.branch_at(db, adventure, (newest.depth or 0) - 1)
if departed is not None:
head.mark_superseded(departed, (newest.depth or 0) - 1)
else:
# Only a sibling attempt names the node it replaces. A branched
# take is a fresh node at the same coordinate, so `generate_turn`
# places it through the tree rather than through `add_attempt`.
last_ai = newest
# Roll the state back to before this AI turn's hooks ran, so that # Roll the state back to before this AI turn's hooks ran, so that
# regenerating starts from a clean state rather than applying output # regenerating starts from a clean state rather than applying output
# mutations on top of the attempt being replaced. If the preceding # mutations on top of the attempt being replaced. If the preceding
# node has no snapshot, which happens for a pre-SP4 row that the # node has no snapshot, which happens for a pre-SP4 row that the
# migration could not derive one for, this call does nothing and # migration could not derive one for, this call does nothing and
# leaves the state as it is. # leaves the state as it is.
attempts.roll_back_before(db, adventure, last_ai) attempts.roll_back_before(db, adventure, newest)
db.commit() db.commit()
db.refresh(adventure) db.refresh(adventure)
except BaseException: except BaseException:
@@ -137,6 +157,17 @@ def select_variant(
"Only the latest message can be switched — the story has already " "Only the latest message can be switched — the story has already "
"continued from this one.", "continued from this one.",
) )
if head.behind_tip(db, adventure):
# The head is behind the retained tip, so this turn reads as the newest
# one but still has an accepted future descending from it. Switching the
# live take in place would leave that future continuing text the story
# no longer tells. Forking is the operation that does this safely, and
# `/fork` is where it lives.
raise HTTPException(
400,
"This turn has a later story that was undone but kept. Redo first, "
"or use another take to start a new line from here.",
)
turns.acquire_turn_lock(adventure_id) turns.acquire_turn_lock(adventure_id)
try: try:
chosen = rows[payload.index] chosen = rows[payload.index]
@@ -263,7 +294,15 @@ def add_take(
retry_of = None retry_of = None
try: try:
newest = last_action(adventure, db) newest = last_action(adventure, db)
at_the_tip = newest is not None and newest.id == action.id # `last_action` reads the capped path, so under a moved-back head it
# reports the node at the head as the newest one. A turn with a retained
# future is not a leaf, whatever the capped read says, so ask the head
# module rather than trusting the depth comparison alone (M3).
at_the_tip = (
newest is not None
and newest.id == action.id
and not head.behind_tip(db, adventure)
)
if at_the_tip and action.type == "ai": if at_the_tip and action.type == "ai":
# Nothing was played after it, so its attempts are still leaves and # Nothing was played after it, so its attempts are still leaves and
# a branch would serve no purpose. This is the `retry` path. # a branch would serve no purpose. This is the `retry` path.
@@ -274,7 +313,10 @@ def add_take(
# text that is there now. The new attempt leaves the path just # text that is there now. The new attempt leaves the path just
# before the turn, so that story keeps the attempt it was written # before the turn, so that story keeps the attempt it was written
# for. # for.
departed = lineage.branch_of(db, adventure)
tree.branch_at(db, adventure, action.depth - 1) tree.branch_at(db, adventure, action.depth - 1)
if departed is not None:
head.mark_superseded(departed, action.depth - 1)
attempts.roll_back_before(db, adventure, action) attempts.roll_back_before(db, adventure, action)
adventure.updated_at = models.utcnow() adventure.updated_at = models.utcnow()
db.commit() db.commit()
@@ -309,71 +351,78 @@ def undo_turn(
db: Session = Depends(get_db), db: Session = Depends(get_db),
adventure: models.Adventure = Depends(current_adventure), adventure: models.Adventure = Depends(current_adventure),
): ):
"""Deletes the last turn: the trailing AI action and its player action, if any. """Moves the story back one turn. Deletes nothing (M3).
The endpoint also rolls the shared `script_state` back to before that turn This endpoint used to remove the trailing AI action and the player action in
ran, and it prunes any memory that summarized the removed actions. The turn front of it, prune the memories that covered them, and let the tip fall back
lock prevents an undo while a turn is still generating. to whatever survived. Undoing was therefore 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.
Now it moves `adventure.head_depth`. The rows stay exactly where they are,
still live, still on their branch, and `lineage.Path` stops every read at the
head instead. The transcript, the assembled context, `attempts.preceding` and
memory retrieval all narrow together, because all four already funnelled
through the same path object.
The memory bank needs no pruning for the same reason. A memory carries the
coordinate of the node its block ends on, so a memory derived from a turn
that is now past the head falls outside the capped clause and stops being
retrievable — and becomes eligible again on Redo, without having been deleted
and re-embedded. That is `STORY-BRANCH-SEMANTICS.md` §33 for free.
The state comes back from the node the story now ends on, which recorded what
it left behind when it played. See `head.move_to`.
""" """
turns.acquire_turn_lock(adventure_id) turns.acquire_turn_lock(adventure_id)
try: try:
# Only the last turn is removed, so fetch the two actions it can target = head.undo_target(db, adventure)
# consist of rather than the whole story. if target is None:
newest = (
db.query(models.Action)
.filter(
models.Action.adventure_id == adventure.id,
lineage.path_of(db, adventure).clause(models.Action),
)
.order_by(models.Action.depth.desc(), models.Action.id.desc())
.limit(2)
.all()
)
if not newest or newest[0].type == "start":
raise HTTPException(400, "Nothing to undo") raise HTTPException(400, "Nothing to undo")
last = newest[0] depth, _first_stepped = target
before_that = newest[1] if len(newest) > 1 else None head.move_to(db, adventure, depth)
# Undo only what this branch owns. Everything before the fork is adventure.updated_at = models.utcnow()
# borrowed from an ancestor and is part of that ancestor's story too, so
# an undo here must never delete a turn out of another branch. The test
# reads the row's own branch rather than the fork depth, because the
# branch is what decides the case.
if last.branch_id != adventure.head_branch_id:
raise HTTPException(
400, "Nothing to undo on this branch — the turns before it "
"belong to the branch it was forked from.",
)
first_removed = last
if (last.type == "ai" and before_that is not None
and before_that.type in ("do", "say", "story")
and before_that.branch_id == adventure.head_branch_id):
first_removed = before_that
# The state the story returns to once the turn is gone, which is what
# the node before the earliest removed one left behind. Read it before
# the deletes, while those rows are still in the story.
restore_to = attempts.preceding(db, adventure, first_removed)
delete_turn(db, adventure, last)
if first_removed is not last:
delete_turn(db, adventure, first_removed)
attempts.restore_state(adventure, restore_to)
db.flush() # Apply the deletes before anything reads the story back.
db.expire(adventure, ["actions"])
# The tip moves back with the deleted rows.
tree.refresh_head(db, adventure)
db.commit() db.commit()
db.refresh(adventure) db.refresh(adventure)
# Return the newest window rather than the whole story. The client # Return the newest window rather than the whole story. The client
# replaces its transcript with this response, and the transcript is a # replaces its transcript with this response, and the transcript is a
# window. Returning everything would defeat the paging on the action a # window. Returning everything would defeat the paging on the action a
# player is most likely to repeat several times in a row. # player is most likely to repeat several times in a row.
actions, total, has_more = action_window(db, adventure) return current_window(db, adventure)
return schemas.ActionPage( finally:
actions=[ turns._active_turns.discard(adventure_id)
schemas.ActionOut.model_validate(a)
for a in annotate_takes(db, adventure.id, actions)
], @router.post("/{adventure_id}/redo", response_model=schemas.ActionPage)
total=total, def redo_turn(
has_more=has_more, adventure_id: int,
) db: Session = Depends(get_db),
adventure: models.Adventure = Depends(current_adventure),
):
"""Moves the story forward again into the continuation Undo stepped out of.
Redo exists because Undo stopped deleting. It walks the head forward over one
whole turn along the retained lineage, and restores the state that turn left
behind.
It follows the lineage rather than choosing among branches, which is what
makes it invalidate itself correctly. Writing below a moved-back head forks,
and from the new branch the displaced future is no longer on the lineage at
all — so there is nothing ahead to walk into and this returns 400 without any
flag having to be set or cleared. `STORY-BRANCH-SEMANTICS.md` §8.
400 is also what a head already at the tip gets, which is the ordinary case
for a story that has never been undone.
"""
turns.acquire_turn_lock(adventure_id)
try:
depth = head.redo_target(db, adventure)
if depth is None:
raise HTTPException(400, "Nothing to redo")
head.move_to(db, adventure, depth)
adventure.updated_at = models.utcnow()
db.commit()
db.refresh(adventure)
return current_window(db, adventure)
finally: finally:
turns._active_turns.discard(adventure_id) turns._active_turns.discard(adventure_id)
+9 -1
View File
@@ -13,7 +13,7 @@ from fastapi.responses import StreamingResponse
from sqlalchemy.orm import Session from sqlalchemy.orm import Session
from ... import ( from ... import (
attempts, limits, memorybank, models, schemas, tree, worldstate, attempts, head, limits, memorybank, models, schemas, tree, worldstate,
) )
from ...context import build_context, cursors from ...context import build_context, cursors
from ...database import get_db from ...database import get_db
@@ -333,6 +333,14 @@ def create_action(
acquire_turn_lock(adventure_id) acquire_turn_lock(adventure_id)
try: try:
_move_to_after(db, adventure, payload.after_id) _move_to_after(db, adventure, payload.after_id)
# The first write below a moved-back head is where a divergence happens
# (M3). Undo alone does not fork — the user may be reading, or about to
# Redo — so this is the moment the story states which continuation it
# means. The displaced future keeps its rows on the branch being left.
# A head already at the tip, which is every ordinary turn, forks nothing.
if head.fork_if_behind_head(db, adventure):
db.commit()
db.refresh(adventure)
except BaseException: except BaseException:
_active_turns.discard(adventure_id) _active_turns.discard(adventure_id)
raise raise
+80
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). 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_NAME_MAX = 80 # The protagonist's name. VARCHAR(80).
PERSONA_PRONOUNS_MAX = 40 # "they/them" and the like. VARCHAR(40). 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)] Name = Annotated[str, Field(max_length=NAME_MAX)]
Tags = Annotated[str, Field(max_length=TAGS_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)] Icon = Annotated[str, Field(max_length=ICON_MAX)]
PersonaName = Annotated[str, Field(max_length=PERSONA_NAME_MAX)] PersonaName = Annotated[str, Field(max_length=PERSONA_NAME_MAX)]
PersonaPronouns = Annotated[str, Field(max_length=PERSONA_PRONOUNS_MAX)] PersonaPronouns = Annotated[str, Field(max_length=PERSONA_PRONOUNS_MAX)]
CheckpointName = Annotated[str, Field(max_length=CHECKPOINT_NAME_MAX)]
class ORMModel(BaseModel): class ORMModel(BaseModel):
@@ -254,6 +259,10 @@ class BranchOut(ORMModel):
fork_depth: int | None = None fork_depth: int | None = None
depth: int depth: int
own_actions: int = 0 own_actions: int = 0
# M4: how many Save Points name a position on this line. Deleting the branch
# deletes them with its story, so the panel warns with a number rather than
# a vague caution. Zero for a line nobody has bookmarked, which is most.
save_points: int = 0
is_head: bool = False is_head: bool = False
# NULL for a branch nobody has named. The client labels those from the fork # NULL for a branch nobody has named. The client labels those from the fork
# depth rather than the server inventing a name. See the column comment. # depth rather than the server inventing a name. See the column comment.
@@ -267,6 +276,67 @@ class BranchRename(BaseModel):
name: Annotated[str, Field(max_length=BRANCH_NAME_MAX)] | None = None 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): class ActionUpdate(BaseModel):
text: ActionText text: ActionText
@@ -317,6 +387,12 @@ class AdventureOut(ORMModel):
# story's length, which is how the client knows more actions exist above. # story's length, which is how the client knows more actions exist above.
actions: list[ActionOut] = [] actions: list[ActionOut] = []
action_count: int = 0 action_count: int = 0
# M3. Whether the history controls have anywhere to go from where the story
# is. The client cannot work either out for itself: `can_undo` needs the
# campaign opening, which may be off the top of the loaded window, and
# `can_redo` needs the retained future, which the client is never sent.
can_undo: bool = False
can_redo: bool = False
class ActionPage(BaseModel): class ActionPage(BaseModel):
@@ -327,6 +403,10 @@ class ActionPage(BaseModel):
# Whether anything older than this slice exists. The server computes it, so # Whether anything older than this slice exists. The server computes it, so
# the client never has to do arithmetic on positions to find the end. # the client never has to do arithmetic on positions to find the end.
has_more: bool = False has_more: bool = False
# The same two flags `AdventureOut` carries, so that the response to Undo,
# Redo or a turn updates the controls without a second request.
can_undo: bool = False
can_redo: bool = False
# ---------- Memory bank (Phase 6) ---------- # ---------- Memory bank (Phase 6) ----------
+63
View File
@@ -0,0 +1,63 @@
"""The storyteller, run as a real OS process for `test_process_restart.py`.
Not a test module, and named so pytest does not collect it: it is the program
the test starts, twice, against one database file.
The model is replaced with a deterministic fake before the app is imported, so
the process needs no Ollama, no network and no configuration. Everything else —
the engine, the migrations, the routers, the session lifecycle — is the real
application, which is the whole point of spawning a process at all.
python _restart_server.py <db_path> <port>
"""
import itertools
import os
import sys
from pathlib import Path
HERE = Path(__file__).resolve().parent
sys.path.insert(0, str(HERE.parent)) # backend/, so `app` imports
sys.path.insert(0, str(HERE)) # tests/, so `fakes` imports
db_path, port = sys.argv[1], int(sys.argv[2])
os.environ["AIDND_DB_PATH"] = db_path
# A developer's shell may point these at Postgres, and `app.database` prefers
# either over the SQLite path. The suite's conftest clears them for the same
# reason; a spawned process does not inherit that, so clear them here too.
os.environ.pop("AIDND_DATABASE_URL", None)
os.environ.pop("DATABASE_URL", None)
from fakes import GOLD_PER_TURN, gold_reply # noqa: E402
_turn = itertools.count(1)
class DeterministicProvider:
"""Banks one turn's worth of gold per reply, numbered so text is checkable.
The same instrumentation `test_head_cursor.py` and `test_save_points.py`
use, for the same reason: it makes "the state at this position" a number the
test can assert rather than a paragraph it has to interpret. M5 replaces the
machinery underneath; what this measures is where the story is being read.
"""
last_usage = None
def __init__(self, *a, **k):
pass
async def generate(self, parts, *, temperature, max_tokens):
yield ("text", gold_reply(f"Beat {next(_turn)}."))
from app.routers.adventures import turns # noqa: E402
turns.OpenAICompatibleProvider = DeterministicProvider
from app.main import app # noqa: E402
if __name__ == "__main__":
import uvicorn
# Loopback only, as every supported start path does.
uvicorn.run(app, host="127.0.0.1", port=port, log_level="warning")
+26 -4
View File
@@ -200,18 +200,40 @@ def test_the_assembled_prompt_is_stored_once_per_turn(client):
assert len(moved) == 1 and moved != live_holder, "the prompt follows the story" assert len(moved) == 1 and moved != live_holder, "the prompt follows the story"
# ------------------------------------------------------- removing the turn # ------------------------------------------------- stepping behind the turn
def test_undo_takes_every_attempt_with_it(client): def test_undo_hides_every_attempt_and_keeps_them_all(client):
"""M3 rewrote this test. Undo used to delete the turn, and the assertion was
that it took the whole sibling group with it rather than leaving orphaned
attempts at a coordinate the story no longer reached.
The group still moves as one, but it moves out of the story rather than out
of the database: one Undo steps behind the turn, so none of its three
attempts is in what the story tells, and all three are still on disk for the
Redo that walks back into them. The old assertion is kept as the second half
— what the story reads — and the row count is the new first half.
"""
ScriptedProvider.replies = ["One.", "Two.", "Three."] ScriptedProvider.replies = ["One.", "Two.", "Three."]
_play(client) _play(client)
_retry(client) _retry(client)
_retry(client) _retry(client)
assert len([a for a in _rows(client.adv_id) if a.type == "ai"]) == 3 before = _rows(client.adv_id)
assert len([a for a in before if a.type == "ai"]) == 3
r = client.post(f"/api/adventures/{client.adv_id}/undo") r = client.post(f"/api/adventures/{client.adv_id}/undo")
assert r.status_code == 200, r.text assert r.status_code == 200, r.text
assert [a.type for a in _rows(client.adv_id)] == ["start"] # What the story tells: the opening, and none of the turn's attempts.
assert [a["type"] for a in r.json()["actions"]] == ["start"]
# What it holds: every row that was there before, attempts included.
after = _rows(client.adv_id)
assert len(after) == len(before)
assert {a.id for a in after} == {a.id for a in before}
assert len([a for a in after if a.type == "ai"]) == 3
# And the group is reachable again, whole, with the same take live.
live_before = [a.id for a in before if a.type == "ai" and a.live]
r = client.post(f"/api/adventures/{client.adv_id}/redo")
assert r.status_code == 200, r.text
assert [a.id for a in _rows(client.adv_id) if a.type == "ai" and a.live] == live_before
def test_deleting_a_retried_turn_deletes_its_attempts(client): def test_deleting_a_retried_turn_deletes_its_attempts(client):
+26 -11
View File
@@ -432,26 +432,41 @@ def test_a_memory_on_the_line_left_behind_is_out_of_range_on_the_fork(client):
# ------------------------------------------------------------------- undo # ------------------------------------------------------------------- undo
def test_undo_stops_at_the_fork(client): def test_undo_walks_off_a_fork_into_the_story_it_inherits(client):
"""Undoing a turn on a fork must never reach into the branch it forked """M3 rewrote this test, and reversed half of it.
from. Those turns belong to that branch's story too."""
Undo used to refuse at a fork point, and it had to: it deleted the turns it
stepped over, and the turns before the fork belong to the parent branch's
story as well. Refusing was the only way to stop one branch's Undo from
removing rows another branch was reading.
Nothing is deleted now, so there is nothing to protect the parent from. A
forked branch inherits the story up to its fork, that inherited story is
part of what this branch tells, and Undo walks back through it like any
other retained history. The floor is the campaign opening, not the fork.
"""
discarded = _divergent_story(client) discarded = _divergent_story(client)
_fork(client, discarded) _fork(client, discarded)
rows_before = len(_rows(client.adv_id)) rows_before = len(_rows(client.adv_id))
r = client.post(f"/api/adventures/{client.adv_id}/undo") r = client.post(f"/api/adventures/{client.adv_id}/undo")
assert r.status_code == 200, r.text assert r.status_code == 200, r.text
# The promoted attempt is removed, and the player action before it # One Undo steps over a whole turn, so it takes the player's action with the
# stays, because that action belongs to the parent and the parent # reply to it — and that player action is the parent's row, sitting in front
# still has it. # of the fork. Stepping behind it is a read moving backwards, not a branch
assert len(_rows(client.adv_id)) == rows_before - 1 # reaching into another branch's rows: nothing moved either way.
assert _texts(client) == ["You enter a cave.", "> You look around."] assert len(_rows(client.adv_id)) == rows_before
assert _texts(client) == ["You enter a cave."]
# Nothing is left of this branch's own turns, so undo must refuse # The opening is the floor, and it is the parent's node too.
# instead of removing the parent's turns.
r = client.post(f"/api/adventures/{client.adv_id}/undo") r = client.post(f"/api/adventures/{client.adv_id}/undo")
assert r.status_code == 400 assert r.status_code == 400
assert "forked from" in r.json()["detail"] assert "Nothing to undo" in r.json()["detail"]
# Redo walks back out to where the fork was left, taking the turn whole.
assert client.post(f"/api/adventures/{client.adv_id}/redo").status_code == 200
assert _texts(client) == ["You enter a cave.", "> You look around.", "Attempt one."]
assert len(_rows(client.adv_id)) == rows_before
# ----------------------------------------------------------- the tree view # ----------------------------------------------------------- the tree view
+1 -1
View File
@@ -4,7 +4,7 @@ Most of this file used to be about the shared demo key: an access gate on a
"power user" email allowlist, and a pinning rule that stopped a public visitor "power user" email allowlist, and a pinning rule that stopped a public visitor
reaching paid models on a server-funded key. M2 removed the hosted deployment reaching paid models on a server-funded key. M2 removed the hosted deployment
those defended, so the rules they tested no longer exist to be tested. See those defended, so the rules they tested no longer exist to be tested. See
`planning/reports/M2-*` for the accounting. `planning/archive/milestone-reports/M2-*` for the accounting.
What remains is what the page still does: stream a reply from the configured What remains is what the page still does: stream a reply from the configured
model, honour a system prompt and a per-request model override, and refuse a model, honour a system prompt and a per-request model override, and refuse a
+873
View File
@@ -0,0 +1,873 @@
"""M3: the active head, and what moving it costs.
This file is the acceptance contract for the milestone that stopped Undo from
deleting. Its subject is one invariant and the behaviour that follows from it:
Undo deletes zero accepted turns.
Everything else here is a consequence. Redo exists because the turns are still
there. Divergence retires a future rather than removing it. Memory and summary
coverage narrow and widen again as the head moves, without anything being
re-embedded. Export carries where the reader stopped, because that is now a
decision rather than a fact about the newest row.
The tests are named for the acceptance items they discharge — D01-D10, E01-E04,
I01-I03, I07, L01-L02 in `planning/V1-ACCEPTANCE-TESTS.md` — so a reader can go
from a failing test to the requirement it belongs to without a map.
The world state is instrumentation here, not the subject. Each scripted reply
banks ten gold, which makes "the state at this position" a number a test can
assert instead of a paragraph it has to interpret. M5 replaces that machinery
with genre-neutral narrative state; these tests then need the *instrumentation*
moved, not the assertions removed, because what they measure is where the story
is being read.
python -m pytest tests/test_head_cursor.py -v
"""
import pytest
from fastapi import Depends
from fastapi.testclient import TestClient
from app import limits, models
from app.providers import ProviderError
from app.context import cursors, lineage
from app.database import Base, SessionLocal, engine, get_db
from app.main import app
from app import auth, tree
from app.routers import adventures
from fakes import GOLD_PER_TURN, GOLD_SCHEMA, ScriptedProvider, gold_replies
@pytest.fixture()
def client(monkeypatch):
Base.metadata.create_all(bind=engine)
setup = SessionLocal()
user = models.User(is_guest=False, email="head@example.com")
setup.add(user)
setup.flush()
setup.add(models.Settings(user_id=user.id, api_key="enc:dummy", model="test-model"))
scenario = models.Scenario(user_id=user.id, title="S", stat_schema=GOLD_SCHEMA)
setup.add(scenario)
setup.flush()
adv = models.Adventure(
user_id=user.id, title="Tavern", scenario_id=scenario.id,
world_state={"player": {"hp": 100, "gold": 0}},
)
setup.add(adv)
setup.flush()
setup.add(models.Action(adventure_id=adv.id, type="start", text="You enter the tavern."))
setup.commit()
adv_id, user_id = adv.id, user.id
setup.close()
ScriptedProvider.replies = gold_replies()
monkeypatch.setattr(adventures.turns, "OpenAICompatibleProvider", ScriptedProvider)
monkeypatch.setattr(limits, "check_row_cap", lambda *a, **k: None)
def _current_user(db=Depends(get_db)):
return db.get(models.User, user_id)
app.dependency_overrides[auth.get_current_user] = _current_user
c = TestClient(app)
c.adv_id = adv_id
try:
yield c
finally:
app.dependency_overrides.clear()
adventures.turns._active_turns.clear()
Base.metadata.drop_all(bind=engine)
# ------------------------------------------------------------------ helpers
def _play(client, text="look around", type="do", after_id=None):
payload = {"type": type, "text": text}
if after_id is not None:
payload["after_id"] = after_id
r = client.post(f"/api/adventures/{client.adv_id}/actions", json=payload)
assert r.status_code == 200, r.text
return r
def _turns(client, count):
for n in range(count):
_play(client, f"turn {n}")
def _undo(client):
return client.post(f"/api/adventures/{client.adv_id}/undo")
def _redo(client):
return client.post(f"/api/adventures/{client.adv_id}/redo")
def _adventure(client) -> dict:
r = client.get(f"/api/adventures/{client.adv_id}")
assert r.status_code == 200, r.text
return r.json()
def _texts(client) -> list[str]:
return [a["text"] for a in _adventure(client)["actions"]]
def _rows(adv_id) -> list[models.Action]:
"""Every action row, story or not, live or not, head or no head."""
db = SessionLocal()
try:
return (
db.query(models.Action)
.filter(models.Action.adventure_id == adv_id)
.order_by(models.Action.branch_id, models.Action.depth, models.Action.id)
.all()
)
finally:
db.close()
def _gold(adv_id) -> int:
db = SessionLocal()
try:
adv = db.get(models.Adventure, adv_id)
return (adv.world_state or {}).get("player", {}).get("gold", 0)
finally:
db.close()
def _head(adv_id) -> tuple[int, int]:
db = SessionLocal()
try:
adv = db.get(models.Adventure, adv_id)
return adv.head_branch_id, adv.head_depth
finally:
db.close()
# ------------------------------------------------------- D01, D02, D03: undo
def test_d01_one_undo_returns_the_transcript_and_the_state(client):
_turns(client, 2)
assert _gold(client.adv_id) == 2 * GOLD_PER_TURN
told = _texts(client)
page = _undo(client)
assert page.status_code == 200, page.text
# Both halves of the turn step back together: a player's action and the
# reply to it are one accepted story step.
assert [a["text"] for a in page.json()["actions"]] == told[:-2]
assert _gold(client.adv_id) == 1 * GOLD_PER_TURN
def test_d02_five_consecutive_undos_each_land_where_they_should(client):
_turns(client, 7)
assert _gold(client.adv_id) == 7 * GOLD_PER_TURN
for step in range(1, 6):
assert _undo(client).status_code == 200
assert _gold(client.adv_id) == (7 - step) * GOLD_PER_TURN
# Two rows per turn, plus the opening.
assert len(_texts(client)) == 1 + 2 * (7 - step)
def test_d03_undo_walks_back_to_the_campaign_opening_and_stops(client):
_turns(client, 7)
for _ in range(7):
assert _undo(client).status_code == 200
assert _texts(client) == ["You enter the tavern."]
assert _gold(client.adv_id) == 0
# The opening is the floor. There is no pre-campaign position to reach.
refused = _undo(client)
assert refused.status_code == 400
assert "Nothing to undo" in refused.json()["detail"]
assert _adventure(client)["can_undo"] is False
def test_the_m3_invariant_undo_deletes_zero_accepted_turns(client):
"""The row count is the milestone. Everything else in this file is a
consequence of it, so it is asserted on its own, over the whole retained
tree rather than over the story being told."""
_turns(client, 5)
before = [a.id for a in _rows(client.adv_id)]
for _ in range(5):
assert _undo(client).status_code == 200
after = [a.id for a in _rows(client.adv_id)]
assert after == before
assert len(_texts(client)) == 1 # and yet the story is back at its opening
# -------------------------------------------------------------- D04, L02: redo
def test_d04_redo_restores_the_continuation_and_its_state(client):
_turns(client, 4)
whole = _texts(client)
_undo(client)
_undo(client)
assert _gold(client.adv_id) == 2 * GOLD_PER_TURN
assert _redo(client).status_code == 200
assert _gold(client.adv_id) == 3 * GOLD_PER_TURN
assert _redo(client).status_code == 200
assert _gold(client.adv_id) == 4 * GOLD_PER_TURN
assert _texts(client) == whole
# Nowhere further forward to go, and the control says so.
assert _adventure(client)["can_redo"] is False
assert _redo(client).status_code == 400
def test_l02_state_matches_the_position_in_both_directions(client):
"""Each position's state is the snapshot the node left behind, so arriving
from in front of it and arriving from behind it must agree."""
_turns(client, 5)
going_back = []
for _ in range(5):
_undo(client)
going_back.append(_gold(client.adv_id))
coming_forward = []
for _ in range(5):
_redo(client)
coming_forward.append(_gold(client.adv_id))
assert going_back == [40, 30, 20, 10, 0]
assert coming_forward == [10, 20, 30, 40, 50]
# ------------------------------------------------- D05, E01, E04: divergence
def test_d05_a_new_turn_below_the_head_retires_redo_and_keeps_the_future(client):
_turns(client, 4)
abandoned = {a.id for a in _rows(client.adv_id)}
_undo(client)
_undo(client)
assert _adventure(client)["can_redo"] is True
ScriptedProvider.replies = ["A different road.\n```state\n{\"player.gold\": 1}\n```"]
_play(client, "go the other way")
# Ordinary Redo cannot walk into the old future any more...
assert _adventure(client)["can_redo"] is False
assert _redo(client).status_code == 400
# ...and not one row of it was deleted to achieve that.
kept = {a.id for a in _rows(client.adv_id)}
assert abandoned <= kept
# The story now tells the new continuation.
assert _texts(client)[-1].startswith("A different road.")
def test_the_departed_branch_records_where_the_story_left_it(client):
"""`DATA-MODEL.md` §5 gives a branch a disposition. It is stored as the fact
that produced it — the depth the story left at — and nothing reads it to
decide behaviour, so this test is what makes a divergence observable."""
_turns(client, 3)
_undo(client)
left_at = _head(client.adv_id)[1]
_play(client, "elsewhere")
db = SessionLocal()
try:
superseded = (
db.query(models.Branch)
.filter(
models.Branch.adventure_id == client.adv_id,
models.Branch.superseded_at.isnot(None),
)
.all()
)
assert len(superseded) == 1
assert superseded[0].superseded_depth == left_at
finally:
db.close()
def test_e01_e04_a_fact_from_the_abandoned_future_is_not_current(client):
"""E01 and E04 are the same mechanism measured twice: the state that is
current is the one belonging to the position the story is read at, so a
number only the abandoned future ever reached cannot survive a divergence."""
ScriptedProvider.replies = [
"You find a purse.\n```state\n{\"player.gold\": 10}\n```",
"You find the hoard.\n```state\n{\"player.gold\": 500}\n```",
]
_play(client, "search")
_play(client, "keep searching")
assert _gold(client.adv_id) == 510
_undo(client)
assert _gold(client.adv_id) == 10
ScriptedProvider.replies = ["You leave empty-handed.\n```state\n{\"player.gold\": 1}\n```"]
_play(client, "go home")
assert _gold(client.adv_id) == 11, "the hoard belonged to a story this one is not"
# ------------------------------------------------------ E02, E03: derived work
def _attach_memory(adv_id, text, at_depth):
"""Writes a memory ending on the live node at `at_depth`, the way the
summarizer would, and anchors the memory cursor there."""
db = SessionLocal()
try:
adventure = db.get(models.Adventure, adv_id)
node = (
db.query(models.Action)
.filter(
models.Action.adventure_id == adv_id,
models.Action.depth == at_depth,
models.Action.live.is_(True),
)
.first()
)
memory = models.Memory(
adventure_id=adv_id, text=text, source_start=0, source_end=node.depth,
)
tree.attach_memory(memory, node)
db.add(memory)
cursors.MEMORY.anchor_at(adventure, node)
cursors.SUMMARY.anchor_at(adventure, node)
db.commit()
finally:
db.close()
def _retrievable(adv_id) -> set[str]:
"""The memories the story can reach, through the clause `memorybank`
retrieves with."""
db = SessionLocal()
try:
adventure = db.get(models.Adventure, adv_id)
rows = (
db.query(models.Memory)
.filter(
models.Memory.adventure_id == adv_id,
lineage.path_of(db, adventure).clause(models.Memory),
)
.all()
)
return {m.text for m in rows}
finally:
db.close()
def test_e02_an_abandoned_memory_is_unreachable_and_still_on_disk(client):
_turns(client, 3)
tip_depth = _head(client.adv_id)[1]
_attach_memory(client.adv_id, "Mara reveals she is a spy.", tip_depth)
assert _retrievable(client.adv_id) == {"Mara reveals she is a spy."}
_undo(client)
# Negative control: undone, the revelation is not retrievable...
assert _retrievable(client.adv_id) == set()
_play(client, "talk about the weather")
# ...and after diverging it stays unreachable, on a line the story left.
assert _retrievable(client.adv_id) == set()
db = SessionLocal()
try:
assert db.query(models.Memory).count() == 1, "unreachable, not deleted"
finally:
db.close()
def test_e02_positive_control_the_memory_returns_on_the_line_it_belongs_to(client):
"""The negative control alone would pass if memories were simply broken.
Redo puts the head back on the lineage the memory was written for, and it
must be retrievable again — without having been re-embedded."""
_turns(client, 3)
_attach_memory(client.adv_id, "Mara reveals she is a spy.", _head(client.adv_id)[1])
_undo(client)
assert _retrievable(client.adv_id) == set()
_redo(client)
assert _retrievable(client.adv_id) == {"Mara reveals she is a spy."}
def test_e03_a_summary_anchor_cannot_claim_coverage_past_the_head(client):
"""E03 without redesigning the summarizer. The anchor says how far the
derived work has read; resolved against a head-capped path it can never
report a stretch in the abandoned future as already covered, so that content
is re-derived for the new line rather than carried into it."""
_turns(client, 3)
tip_depth = _head(client.adv_id)[1]
_attach_memory(client.adv_id, "Everything up to the reveal.", tip_depth)
db = SessionLocal()
try:
adventure = db.get(models.Adventure, client.adv_id)
assert cursors.SUMMARY.depth(db, adventure) == tip_depth
finally:
db.close()
_undo(client)
_play(client, "a different question")
db = SessionLocal()
try:
adventure = db.get(models.Adventure, client.adv_id)
covered = cursors.SUMMARY.depth(db, adventure)
assert covered < tip_depth, "coverage from the abandoned line was claimed"
finally:
db.close()
# ------------------------------------------------ D06-D08: retry and takes
def test_d06_d08_retry_keeps_the_earlier_take_and_reuses_the_parent_state(client):
ScriptedProvider.replies = gold_replies("Take")
_play(client, "knock")
first = [a for a in _rows(client.adv_id) if a.type == "ai"][0]
r = client.post(f"/api/adventures/{client.adv_id}/retry")
assert r.status_code == 200, r.text
ai_rows = [a for a in _rows(client.adv_id) if a.type == "ai"]
assert len(ai_rows) == 2, "the earlier take is retained"
assert first.id in {a.id for a in ai_rows}
# Both takes sit at the same coordinate, which is what makes them takes
# rather than turns, and the state is one turn's worth either way.
assert {a.depth for a in ai_rows} == {first.depth}
assert _gold(client.adv_id) == GOLD_PER_TURN
def test_d07_a_retry_from_behind_the_tip_branches_instead_of_amending(client):
"""A turn with an accepted future is not a leaf, whatever the capped read
says. Retrying it has to leave that future on the line it was written for,
which is a branch — the same operation `add_take` performs for a turn the
story has already moved past."""
_turns(client, 3)
_undo(client)
before = {a.id for a in _rows(client.adv_id)}
r = client.post(f"/api/adventures/{client.adv_id}/retry")
assert r.status_code == 200, r.text
after = {a.id for a in _rows(client.adv_id)}
assert before <= after, "the retained future kept every row"
db = SessionLocal()
try:
assert db.query(models.Branch).filter_by(adventure_id=client.adv_id).count() == 2
finally:
db.close()
def test_switching_a_take_is_refused_while_a_kept_future_hangs_off_it(client):
"""The one operation that cannot be made safe by branching, because it
changes which take is live in place. It reports rather than guesses."""
ScriptedProvider.replies = gold_replies()
_play(client, "knock")
client.post(f"/api/adventures/{client.adv_id}/retry")
_play(client, "go in")
_undo(client)
newest = [a for a in _rows(client.adv_id) if a.type == "ai" and a.live][0]
r = client.post(
f"/api/adventures/{client.adv_id}/actions/{newest.id}/variant", json={"index": 0}
)
assert r.status_code == 400
assert "undone but kept" in r.json()["detail"]
# ---------------------------------------------------------- D09, D10: editing
def test_d09_d10_replaying_a_turn_forks_and_keeps_the_old_line(client):
"""D09 and D10 through the operation the product actually offers. Editing
an earlier turn and replaying it is one endpoint — `takes` — and it is
already the "return to the parent state, then continue differently" shape
the semantics ask for. The plain text edit beside it is a correction to
prose that creates no continuation, and M3 does not change it.
"""
ScriptedProvider.replies = [
"You accuse her.\n```state\n{\"player.gold\": 10}\n```",
"She draws a knife.\n```state\n{\"player.gold\": 20}\n```",
]
_play(client, "I accuse Mara of stealing the key.")
_play(client, "wait")
accusation = [a for a in _rows(client.adv_id) if a.type == "do"][0]
old_future = {a.id for a in _rows(client.adv_id)}
ScriptedProvider.replies = ["She shakes her head.\n```state\n{\"player.gold\": 1}\n```"]
r = client.post(
f"/api/adventures/{client.adv_id}/actions/{accusation.id}/takes",
json={"text": "I quietly ask Mara whether she has seen the key."},
)
assert r.status_code == 200, r.text
# The old future is retained whole...
assert old_future <= {a.id for a in _rows(client.adv_id)}
# ...the edited input is what the story now tells...
told = _texts(client)
assert any("quietly ask Mara" in t for t in told)
assert not any("accuse her" in t for t in told)
# ...and no state from the abandoned line leaked into it.
assert _gold(client.adv_id) == 1
# ------------------------------------------------------------------ L01
def test_l01_a_failed_turn_accepts_no_narration_and_strands_no_state(client):
"""A provider that fails must not leave the story half-advanced.
The head does move, by exactly one node, and that is deliberate rather than
a gap in the guarantee: A05 keeps the player's submitted text so it can be
tried again, and the head sits on it. What L01 forbids is an *accepted*
narration with half-written state behind it, a head that has moved past a
turn that did not happen, or earlier story becoming unreachable — so those
are what this asserts.
"""
_turns(client, 2)
branch, depth = _head(client.adv_id)
told = _texts(client)
banked = _gold(client.adv_id)
ai_before = [a.id for a in _rows(client.adv_id) if a.type == "ai"]
ScriptedProvider.replies = [ProviderError("the model refused")]
client.post(f"/api/adventures/{client.adv_id}/actions",
json={"type": "do", "text": "the turn that fails"})
# One step, onto the retained player action, on the same branch.
assert _head(client.adv_id) == (branch, depth + 1)
# No narration was accepted, and no state moved with a turn that did not
# finish.
assert [a.id for a in _rows(client.adv_id) if a.type == "ai"] == ai_before
assert _gold(client.adv_id) == banked
# Every earlier turn is still readable, in order, unchanged.
assert _texts(client)[:len(told)] == told
# And the story still moves: one Undo steps back over the stranded input
# and the position is a complete turn again.
ScriptedProvider.replies = gold_replies()
assert _undo(client).status_code == 200
assert _texts(client) == told
assert _gold(client.adv_id) == banked
# ------------------------------------------------- I01, I02, I03, I07: bundles
def _export(client) -> dict:
r = client.get(f"/api/adventures/{client.adv_id}/export")
assert r.status_code == 200, r.text
return r.json()
def _import(client, bundle) -> dict:
"""Imports a bundle and returns the new adventure.
"A fresh data directory" is an adventure this file has never touched: the
import allocates its own branch rows and its own nodes, and resolves the
file's local branch numbers against them, which is the whole of what the
round trip has to get right. Sharing a database with the original does not
weaken that — the two adventures share no row.
"""
r = client.post("/api/adventures/import", json=bundle)
assert r.status_code == 201, r.text
return r.json()
def _story_of(adv_id) -> list[str]:
"""The story an imported adventure tells, read through its own head."""
db = SessionLocal()
try:
adventure = db.get(models.Adventure, adv_id)
rows = (
db.query(models.Action)
.filter(
models.Action.adventure_id == adv_id,
lineage.path_of(db, adventure).clause(models.Action),
)
.order_by(models.Action.depth, models.Action.id)
.all()
)
return [a.text for a in rows]
finally:
db.close()
def test_i01_i02_a_campaign_round_trips(client):
_turns(client, 3)
told = _texts(client)
imported = _import(client, _export(client))
assert _story_of(imported["id"]) == told
assert _gold(imported["id"]) == 3 * GOLD_PER_TURN
def test_i03_the_bundle_carries_the_history_the_story_no_longer_tells(client):
"""A backup that keeps only the active line is not a backup: the retained
future is what Redo and every later recovery feature read."""
_turns(client, 3)
_undo(client)
_play(client, "another way")
active = _texts(client)
bundle = _export(client)
assert len(bundle["branches"]) == 2
imported = _import(client, bundle)
assert _story_of(imported["id"]) == active
# Every row of the abandoned line arrived too, on its own branch.
db = SessionLocal()
try:
assert (
db.query(models.Action).filter_by(adventure_id=imported["id"]).count()
== len(_rows(client.adv_id))
)
assert db.query(models.Branch).filter_by(adventure_id=imported["id"]).count() == 2
finally:
db.close()
def test_i07_an_undone_head_survives_export_and_import(client):
"""The Phase 0B finding this milestone exists to close. Before M3 the head
depth was derived on import from the newest retained row, so a campaign
exported after two Undos came back silently redone to its tip."""
_turns(client, 5)
whole = _texts(client)
_undo(client)
_undo(client)
undone = _texts(client)
assert len(undone) == len(whole) - 4
bundle = _export(client)
assert bundle["headDepth"] == _head(client.adv_id)[1]
imported = _import(client, bundle)
# It opens exactly where it was left...
assert _story_of(imported["id"]) == undone
assert imported["can_redo"] is True
# ...the later turns arrived as retained history...
db = SessionLocal()
try:
assert (
db.query(models.Action).filter_by(adventure_id=imported["id"]).count()
== len(_rows(client.adv_id))
)
finally:
db.close()
# ...and Redo still walks forward into them, twice, to the same story.
for _ in range(2):
r = client.post(f"/api/adventures/{imported['id']}/redo")
assert r.status_code == 200, r.text
assert _story_of(imported["id"]) == whole
def test_a_bundle_written_before_m3_opens_at_its_tip(client):
"""Backward compatibility. A file with no `headDepth` is one written when
the head could not be anywhere but the tip, so deriving it is not a
fallback — it is the position that file recorded."""
_turns(client, 3)
told = _texts(client)
bundle = _export(client)
del bundle["headDepth"]
imported = _import(client, bundle)
assert _story_of(imported["id"]) == told
def test_a_bundle_that_reads_past_its_own_story_is_refused(client):
"""Checked in `plan`, before a row is written, for the reason the module
docstring gives: an import that discovers a bad coordinate afterwards has
already written half a tree."""
_turns(client, 2)
bundle = _export(client)
bundle["headDepth"] = 999
r = client.post("/api/adventures/import", json=bundle)
assert r.status_code == 400
assert "ends at" in r.json()["detail"]
def test_the_bundle_carries_which_branches_the_story_left(client):
"""Every row of an abandoned line arrives on an import either way, so the
disposition is the only thing that distinguishes it from an active one.
Losing it on a round trip would leave a restored backup unable to tell them
apart — which is what the later cleanup and recovery features select on."""
_turns(client, 3)
_undo(client)
_play(client, "another way")
imported = _import(client, _export(client))
db = SessionLocal()
try:
left = (
db.query(models.Branch)
.filter(
models.Branch.adventure_id == imported["id"],
models.Branch.superseded_at.isnot(None),
)
.all()
)
origin = (
db.query(models.Branch)
.filter(
models.Branch.adventure_id == client.adv_id,
models.Branch.superseded_at.isnot(None),
)
.all()
)
assert len(left) == len(origin) == 1
assert left[0].superseded_depth == origin[0].superseded_depth
finally:
db.close()
def test_a_bundle_with_half_a_disposition_imports_as_active(client):
"""Neither column is read to decide anything, so a file carrying one of them
is taken as carrying neither rather than having its missing half invented."""
_turns(client, 3)
_undo(client)
_play(client, "another way")
bundle = _export(client)
for branch in bundle["branches"]:
branch.pop("supersededDepth", None)
imported = _import(client, bundle)
db = SessionLocal()
try:
assert (
db.query(models.Branch)
.filter(
models.Branch.adventure_id == imported["id"],
models.Branch.superseded_at.isnot(None),
)
.count()
== 0
)
finally:
db.close()
# ------------------------------------- the narrator-edit guard (M3 closeout)
def _edit(client, action_id, text):
return client.patch(
f"/api/adventures/{client.adv_id}/actions/{action_id}", json={"text": text}
)
def _live_ai_at(adv_id, depth):
return [
a for a in _rows(adv_id)
if a.type == "ai" and a.live and a.depth == depth
][0]
def test_editing_a_turn_with_nothing_after_it_is_still_allowed(client):
"""The guard has to stay out of the way of the operation it protects. A
correction to the newest turn contradicts nothing, and that is the case the
edit control exists for."""
_turns(client, 2)
newest = [a for a in _rows(client.adv_id) if a.type == "ai"][-1]
r = _edit(client, newest.id, "Corrected.")
assert r.status_code == 200, r.text
assert _texts(client)[-1] == "Corrected."
def test_editing_a_turn_on_the_visible_story_is_still_allowed(client):
"""Mid-story is not by itself unsafe: everything descending from the turn is
on screen, so the reader can see what their correction has to agree with.
Making that case fork is `STORY-BRANCH-SEMANTICS.md` §14-15 and belongs to
M5 with the state re-evaluation it needs."""
_turns(client, 3)
older = [a for a in _rows(client.adv_id) if a.type == "ai"][0]
r = _edit(client, older.id, "Mara wears a green cloak.")
assert r.status_code == 200, r.text
assert "Mara wears a green cloak." in _texts(client)
def test_editing_a_turn_with_an_undone_future_is_refused(client):
"""The first unsafe case: the story past the head is not on screen, so an
edit here would silently change the words it was written from."""
_turns(client, 3)
_undo(client)
at_head = [a for a in _rows(client.adv_id) if a.type == "ai" and a.live]
target = sorted(at_head, key=lambda a: a.depth)[-2]
before = target.text
r = _edit(client, target.id, "Something else entirely.")
assert r.status_code == 400
assert "not on screen" in r.json()["detail"]
# Refused, not partially applied.
assert _rows(client.adv_id)[0].adventure_id == client.adv_id
assert [a.text for a in _rows(client.adv_id) if a.id == target.id] == [before]
def test_editing_a_turn_a_divergence_left_behind_is_refused(client):
"""The second unsafe case, and the one a head check alone would miss: after
a divergence the head is back at a tip, but a displaced line still runs on
past the shared turn."""
_turns(client, 3)
shared = [a for a in _rows(client.adv_id) if a.type == "ai"][0]
_undo(client)
_undo(client)
_play(client, "a different road")
assert _adventure(client)["can_redo"] is False, "the head is at a tip again"
r = _edit(client, shared.id, "Rewritten under both lines.")
assert r.status_code == 400
assert "left behind by a new continuation" in r.json()["detail"]
def test_a_turn_the_displaced_line_does_not_descend_from_is_still_editable(client):
"""The guard must be narrow. A branch that forked *before* a turn does not
descend from it, so a correction there contradicts nothing on that line."""
_turns(client, 2)
_undo(client)
_play(client, "a different road") # forks below turn 1
_turns(client, 2) # and continues past the fork
newest = [a for a in _rows(client.adv_id) if a.type == "ai" and a.live]
target = sorted(newest, key=lambda a: a.depth)[-1]
r = _edit(client, target.id, "Corrected on the live line.")
assert r.status_code == 200, r.text
def test_a_take_that_is_not_live_stays_editable(client):
"""A take the story is not telling has no continuation of its own — keeping
one is what forking is for — so correcting its text cannot contradict
anything."""
ScriptedProvider.replies = gold_replies()
_play(client, "knock")
client.post(f"/api/adventures/{client.adv_id}/retry")
discarded = [a for a in _rows(client.adv_id) if a.type == "ai" and not a.live][0]
r = _edit(client, discarded.id, "The take nobody chose, corrected.")
assert r.status_code == 200, r.text
def test_the_guard_lifts_when_the_story_is_brought_back(client):
"""Refusal is a redirection, not a dead end: the error names Redo, so Redo
has to make the edit possible again."""
_turns(client, 3)
_undo(client)
live = sorted(
[a for a in _rows(client.adv_id) if a.type == "ai" and a.live],
key=lambda a: a.depth,
)
target = live[-2]
assert _edit(client, target.id, "x").status_code == 400
_redo(client)
r = _edit(client, target.id, "Corrected once the story was whole again.")
assert r.status_code == 200, r.text
+325
View File
@@ -0,0 +1,325 @@
"""D11 and L03 across a genuine OS process boundary.
The rest of the suite runs the app in-process through `TestClient`, which is the
right tool for almost everything and the wrong one for exactly one claim:
*durability*. A Save Point that survived only because a Python object was still
alive would pass a same-process test and fail a user's restart. `TestClient`
cannot tell those apart, so the M4 review recorded the shipped D11/L03 tests as
weaker than the acceptance items they were named for (§R B-3).
This module closes that. It starts the real application as a **subprocess**,
plays a story over HTTP, kills the process, starts a **second** process against
the same database file, and only then asks whether the Save Point is still
there. Everything crossing the boundary crosses it as bytes on disk.
Deterministic and local: the spawned server replaces the model with a scripted
provider (`_restart_server.py`), so there is no Ollama, no network and no
sleep-and-hope — readiness is probed, not waited for.
python -m pytest tests/test_process_restart.py -v
"""
import json
import os
import socket
import subprocess
import sys
import tempfile
import time
import urllib.error
import urllib.request
from pathlib import Path
import pytest
from fakes import GOLD_PER_TURN
HERE = Path(__file__).resolve().parent
SERVER = HERE / "_restart_server.py"
# How long a spawned server may take to answer before the test gives up. The
# process imports the app and runs migrations on a fresh file, which is well
# under a second on this project; the ceiling is for a loaded machine.
STARTUP_TIMEOUT = 60.0
def _free_port() -> int:
"""Returns a port nothing is listening on.
Bind, read, release. There is a race between releasing and the server
claiming it, which is why the caller probes for readiness rather than
assuming success — a lost race shows up as a startup timeout, not as a
silent pass.
"""
with socket.socket() as s:
s.bind(("127.0.0.1", 0))
return s.getsockname()[1]
class Server:
"""One storyteller process, and the HTTP calls the test makes against it."""
def __init__(self, db_path: str, port: int):
self.port = port
self.proc = subprocess.Popen(
[sys.executable, str(SERVER), db_path, str(port)],
stdout=subprocess.PIPE,
stderr=subprocess.STDOUT,
# Never inherit the parent's database redirection; the child is told
# which file to open on its command line.
env={**os.environ, "AIDND_DB_PATH": db_path},
)
# ------------------------------------------------------------ lifecycle
def wait_until_ready(self) -> None:
deadline = time.monotonic() + STARTUP_TIMEOUT
while time.monotonic() < deadline:
if self.proc.poll() is not None:
raise AssertionError(
f"server exited early ({self.proc.returncode}):\n{self._output()}"
)
try:
self.call("GET", "/settings")
return
except (urllib.error.URLError, ConnectionError, OSError):
time.sleep(0.05)
raise AssertionError(f"server never became ready:\n{self._output()}")
def stop(self) -> None:
"""Ends the process, and does not return until it is actually gone."""
if self.proc.poll() is None:
self.proc.terminate()
try:
self.proc.wait(timeout=15)
except subprocess.TimeoutExpired:
self.proc.kill()
self.proc.wait(timeout=15)
if self.proc.stdout is not None:
self.proc.stdout.close()
def _output(self) -> str:
if self.proc.stdout is None:
return "(no output captured)"
try:
return self.proc.stdout.read().decode(errors="replace")[-2000:]
except Exception:
return "(output unreadable)"
def is_listening(self) -> bool:
try:
self.call("GET", "/settings")
return True
except Exception:
return False
# ---------------------------------------------------------------- HTTP
def call(self, method: str, path: str, payload=None, expect: int | None = None):
data = json.dumps(payload).encode() if payload is not None else None
request = urllib.request.Request(
f"http://127.0.0.1:{self.port}/api{path}",
data=data,
method=method,
headers={"Content-Type": "application/json"},
)
try:
with urllib.request.urlopen(request, timeout=60) as response:
body, status = response.read(), response.status
except urllib.error.HTTPError as exc: # a real answer, not a failure
body, status = exc.read(), exc.code
if expect is not None and status != expect:
raise AssertionError(f"{method} {path} -> {status}: {body[:400]!r}")
return json.loads(body) if body and status != 204 else None
def play(self, adventure_id: int, text: str) -> None:
"""Plays one turn through the streaming endpoint, to completion."""
request = urllib.request.Request(
f"http://127.0.0.1:{self.port}/api/adventures/{adventure_id}/actions",
data=json.dumps({"type": "do", "text": text}).encode(),
method="POST",
headers={"Content-Type": "application/json"},
)
with urllib.request.urlopen(request, timeout=120) as response:
response.read()
# ------------------------------------------------------------- reading
def transcript(self, adventure_id: int) -> list[str]:
page = self.call("GET", f"/adventures/{adventure_id}", expect=200)
return [a["text"] for a in page["actions"]]
def gold(self, adventure_id: int) -> int:
state = self.call("GET", f"/adventures/{adventure_id}/world-state", expect=200)
return state["state"]["player"]["gold"]
def total_rows(self, adventure_id: int) -> int:
"""Every row of the whole tree, head or no head.
`action_count` is scoped to the path being read, so it falls when the
head moves back — which is the feature, not a deletion. The export
carries the entire tree whatever the head is doing, so it is what
"nothing was deleted" has to be measured against.
"""
bundle = self.call("GET", f"/adventures/{adventure_id}/export", expect=200)
return len(bundle["actions"])
@pytest.fixture()
def workspace():
"""A database file, and whichever servers a test starts against it."""
directory = tempfile.mkdtemp(prefix="m4-restart-")
db_path = os.path.join(directory, "campaign.db")
started: list[Server] = []
def start() -> Server:
server = Server(db_path, _free_port())
started.append(server)
server.wait_until_ready()
return server
try:
yield start
finally:
# Every child dies even if the test failed part way through, and each
# stop() waits, so a later test cannot inherit a live listener.
for server in started:
server.stop()
def _campaign_with_a_save_point(server: Server):
"""Three turns, a Save Point on the third, then four more turns.
Returns everything the second process has to be able to reproduce.
"""
scenario = server.call("POST", "/scenarios", {
"title": "Abbey",
"stat_schema": {"player": {"gold": {"initial": 0, "min": 0, "max": 9999}}},
}, expect=201)
adventure = server.call("POST", "/adventures", {
"title": "The abbey", "scenario_id": scenario["id"],
}, expect=201)
adventure_id = adventure["id"]
for n in range(3):
server.play(adventure_id, f"turn {n}")
at_save = {
"transcript": server.transcript(adventure_id),
"gold": server.gold(adventure_id),
}
save_point = server.call("POST", f"/adventures/{adventure_id}/checkpoints",
{"name": "Before entering the abbey"}, expect=201)
for n in range(4):
server.play(adventure_id, f"later {n}")
at_tip = {
"transcript": server.transcript(adventure_id),
"gold": server.gold(adventure_id),
"rows": server.total_rows(adventure_id),
}
return adventure_id, save_point, at_save, at_tip
def test_d11_l03_a_save_point_survives_a_real_process_restart(workspace):
"""D11 and L03 together, across a boundary a same-process test cannot cross.
The first process writes the campaign and exits. The second process is a
different interpreter with an empty session, an empty identity map and no
memory of anything — everything it knows, it reads off the disk.
"""
first = workspace()
adventure_id, save_point, at_save, at_tip = _campaign_with_a_save_point(first)
assert at_tip["gold"] == at_save["gold"] + 4 * GOLD_PER_TURN
assert len(at_tip["transcript"]) == len(at_save["transcript"]) + 8
# --- the boundary -----------------------------------------------------
first.stop()
assert first.proc.poll() is not None, "the first server did not actually exit"
assert not first.is_listening(), "the first server is still answering"
second = workspace()
assert second.proc.pid != first.proc.pid
# --- D11: the Save Point is still there -------------------------------
listed = second.call("GET", f"/adventures/{adventure_id}/checkpoints", expect=200)
assert [c["id"] for c in listed] == [save_point["id"]]
assert listed[0]["name"] == "Before entering the abbey"
assert (listed[0]["branch_id"], listed[0]["depth"]) == (
save_point["branch_id"], save_point["depth"]
)
assert listed[0]["resolved"] is True
# The story came back too, at the position the first process left it.
assert second.transcript(adventure_id) == at_tip["transcript"]
rows_before_restore = second.total_rows(adventure_id)
assert rows_before_restore == at_tip["rows"]
# --- L03: restoring reconstructs the historical position --------------
page = second.call(
"POST", f"/adventures/{adventure_id}/checkpoints/{save_point['id']}/restore",
expect=200,
)
assert [a["text"] for a in page["actions"]] == at_save["transcript"]
assert second.transcript(adventure_id) == at_save["transcript"]
assert second.gold(adventure_id) == at_save["gold"]
# --- restore deleted nothing, and Redo is still available -------------
assert second.total_rows(adventure_id) == rows_before_restore
assert page["can_redo"] is True
assert second.call("GET", f"/adventures/{adventure_id}", expect=200)["can_redo"] is True
def test_the_retained_continuation_is_reachable_after_a_restart(workspace):
"""The later history is not merely present in the database after a restart —
it is still the continuation the story tells, walkable by ordinary Redo."""
first = workspace()
adventure_id, save_point, at_save, at_tip = _campaign_with_a_save_point(first)
first.stop()
second = workspace()
second.call("POST",
f"/adventures/{adventure_id}/checkpoints/{save_point['id']}/restore",
expect=200)
assert second.transcript(adventure_id) == at_save["transcript"]
steps = 0
while second.call("GET", f"/adventures/{adventure_id}", expect=200)["can_redo"]:
second.call("POST", f"/adventures/{adventure_id}/redo", expect=200)
steps += 1
assert steps <= 10, "Redo never stopped"
assert steps == 4
assert second.transcript(adventure_id) == at_tip["transcript"]
assert second.gold(adventure_id) == at_tip["gold"]
assert second.total_rows(adventure_id) == at_tip["rows"]
def test_a_divergent_write_after_a_restart_keeps_the_displaced_future(workspace):
"""D13's second half, across the boundary: the fork still happens on the
write rather than on the restore, and the displaced turns keep their rows."""
first = workspace()
adventure_id, save_point, at_save, at_tip = _campaign_with_a_save_point(first)
first.stop()
second = workspace()
second.call("POST",
f"/adventures/{adventure_id}/checkpoints/{save_point['id']}/restore",
expect=200)
branches_before = second.call("GET", f"/adventures/{adventure_id}/branches",
expect=200)
assert len(branches_before) == 1, "restore must not fork"
second.play(adventure_id, "go around the back")
branches_after = second.call("GET", f"/adventures/{adventure_id}/branches",
expect=200)
assert len(branches_after) == 2, "the write should have forked"
# Nothing was deleted to achieve it: the tree grew by the new turn only.
assert second.total_rows(adventure_id) == at_tip["rows"] + 2
# Ordinary Redo no longer offers the displaced future.
assert second.call("GET", f"/adventures/{adventure_id}", expect=200)["can_redo"] is False
# And the Save Point still names the position it always did.
listed = second.call("GET", f"/adventures/{adventure_id}/checkpoints", expect=200)
assert (listed[0]["branch_id"], listed[0]["depth"]) == (
save_point["branch_id"], save_point["depth"]
)
File diff suppressed because it is too large Load Diff
+105 -13
View File
@@ -1,5 +1,4 @@
"""Tests for undo and retry rolling back the shared `world_state` """Tests for undo and retry rolling back the shared `world_state`.
(plan/11-state-revert-and-retry-fix.md).
The state being rolled back was the scripting engine's `script_state` until The state being rolled back was the scripting engine's `script_state` until
M2 removed campaign scripting. The machinery under test — `attempts.restore_state`, M2 removed campaign scripting. The machinery under test — `attempts.restore_state`,
@@ -62,6 +61,39 @@ def _add(db, adv, index, type_, text="x", state_after=None):
return a return a
def _row_count(db, adv):
"""Every action row the adventure holds, live or not, head or no head."""
return db.query(models.Action).filter_by(adventure_id=adv.id).count()
def _all_types(db, adv):
"""The retained story in depth order, which is not the same as the story
being told once the head has moved back behind the tip."""
rows = (
db.query(models.Action)
.filter_by(adventure_id=adv.id)
.order_by(models.Action.depth, models.Action.id)
.all()
)
return [a.type for a in rows]
def _retrievable(db, adv):
"""The memories the story can currently reach, read through the same clause
`memorybank` retrieves with — which is capped at the active head."""
from app.context import lineage
rows = (
db.query(models.Memory)
.filter(
models.Memory.adventure_id == adv.id,
lineage.path_of(db, adv).clause(models.Memory),
)
.all()
)
return {m.text for m in rows}
def _forget_snapshots(db, adv): def _forget_snapshots(db, adv):
"""Blank every outcome, the way a row written before SP4 looks. """Blank every outcome, the way a row written before SP4 looks.
@@ -81,16 +113,31 @@ def test_undo_reverts_state_to_before_the_turn(db):
# A turn moved world_state from {gold:0} to {gold:10}. The node in # A turn moved world_state from {gold:0} to {gold:10}. The node in
# front of the turn records where it started. The current state is # front of the turn records where it started. The current state is
# the mutated one. # the mutated one.
#
# M3 rewrote what the second half of this test asserts. Undo used to delete
# the turn, so the story was short afterwards because the rows were gone.
# It now moves the head, so the story is short because it is being read
# from somewhere earlier — and the rows are all still there. The state
# assertion is unchanged, because `attempts.restore_state` is unchanged:
# the state still comes off the node the story now ends on.
user, adv = _make_adventure(db, {"gold": 10}) user, adv = _make_adventure(db, {"gold": 10})
_add(db, adv, 0, "start", state_after={"gold": 0}) _add(db, adv, 0, "start", state_after={"gold": 0})
_add(db, adv, 1, "do", state_after={"gold": 0}) _add(db, adv, 1, "do", state_after={"gold": 0})
_add(db, adv, 2, "ai", state_after={"gold": 10}) _add(db, adv, 2, "ai", state_after={"gold": 10})
db.commit() db.commit()
before = _row_count(db, adv)
adventures.undo_turn(adv.id, db=db, adventure=adv) page = adventures.undo_turn(adv.id, db=db, adventure=adv)
assert adv.world_state == {"gold": 0} assert adv.world_state == {"gold": 0}
assert [a.type for a in adv.actions] == ["start"] # What the story now tells.
assert [a.type for a in page.actions] == ["start"]
assert adv.head_depth == 0
# What it still holds. Zero accepted turns deleted, which is the M3
# invariant this file is the closest test to.
assert _row_count(db, adv) == before
assert _all_types(db, adv) == ["start", "do", "ai"]
assert page.can_redo is True
def test_undo_of_bare_continue_uses_the_node_in_front(db): def test_undo_of_bare_continue_uses_the_node_in_front(db):
@@ -101,10 +148,30 @@ def test_undo_of_bare_continue_uses_the_node_in_front(db):
_add(db, adv, 1, "ai", state_after={"gold": 5}) _add(db, adv, 1, "ai", state_after={"gold": 5})
db.commit() db.commit()
adventures.undo_turn(adv.id, db=db, adventure=adv) page = adventures.undo_turn(adv.id, db=db, adventure=adv)
assert adv.world_state == {"gold": 0} assert adv.world_state == {"gold": 0}
assert [a.type for a in adv.actions] == ["start"] assert [a.type for a in page.actions] == ["start"]
assert _all_types(db, adv) == ["start", "ai"]
def test_redo_puts_back_the_state_the_turn_left_behind(db):
"""The other half of the same mechanism: undo and redo restore the same
snapshot from opposite directions, because it belongs to the node rather
than to the direction of travel."""
user, adv = _make_adventure(db, {"gold": 10})
_add(db, adv, 0, "start", state_after={"gold": 0})
_add(db, adv, 1, "do", state_after={"gold": 0})
_add(db, adv, 2, "ai", state_after={"gold": 10})
db.commit()
adventures.undo_turn(adv.id, db=db, adventure=adv)
page = adventures.redo_turn(adv.id, db=db, adventure=adv)
assert adv.world_state == {"gold": 10}
assert [a.type for a in page.actions] == ["start", "do", "ai"]
assert adv.head_depth == 2
assert page.can_redo is False
def test_undo_leaves_state_untouched_when_snapshot_missing(db): def test_undo_leaves_state_untouched_when_snapshot_missing(db):
@@ -147,20 +214,45 @@ def test_undo_blocked_by_active_turn_lock(db):
adventures.turns._active_turns.discard(adv.id) adventures.turns._active_turns.discard(adv.id)
def test_undo_prunes_memory_covering_removed_actions(db): def test_undo_stops_retrieving_a_memory_without_deleting_it(db):
"""M3 rewrote this test. Undo used to prune the memories covering the turns
it deleted, because those turns were gone and a summary of them described
story the adventure no longer had.
Nothing is deleted now, and nothing needs pruning either. A memory carries
the coordinate of the node its block ends on, so one derived from a turn
that is now past the head falls outside the head-capped path clause and
stops being retrievable — and becomes eligible again on Redo, without having
been deleted and re-embedded. That is `STORY-BRANCH-SEMANTICS.md` §33
holding as a consequence of the head rather than as its own mechanism.
"""
user, adv = _make_adventure(db, {}) user, adv = _make_adventure(db, {})
for i in range(4): for i in range(4):
_add(db, adv, i, "ai" if i % 2 else "do", state_after={}) _add(db, adv, i, "ai" if i % 2 else "do", state_after={})
# A memory summarizing actions up to index 3, which undo will delete. db.commit()
covering = models.Memory(adventure_id=adv.id, text="m", source_start=0, source_end=3) # A memory ending on the turn undo will step behind, and one ending before
keep = models.Memory(adventure_id=adv.id, text="k", source_start=0, source_end=1) # it. The coordinate is what the clause reads; `source_*` only says which
# stretch the summarizer covered.
covering = models.Memory(
adventure_id=adv.id, text="m", source_start=0, source_end=3,
branch_id=adv.head_branch_id, depth=3,
)
keep = models.Memory(
adventure_id=adv.id, text="k", source_start=0, source_end=1,
branch_id=adv.head_branch_id, depth=1,
)
db.add_all([covering, keep]) db.add_all([covering, keep])
db.commit() db.commit()
adventures.undo_turn(adv.id, db=db, adventure=adv) # removes indexes 2 & 3 adventures.undo_turn(adv.id, db=db, adventure=adv) # head moves to depth 1
texts = {m.text for m in adv.memories} assert _retrievable(db, adv) == {"k"}
assert texts == {"k"} # Still on disk, still embedded, still attached to the adventure.
assert {m.text for m in adv.memories} == {"k", "m"}
adventures.redo_turn(adv.id, db=db, adventure=adv)
assert _retrievable(db, adv) == {"k", "m"}
# -------------------------------------------------------- withdrawing a node # -------------------------------------------------------- withdrawing a node
+1 -1
View File
@@ -15,7 +15,7 @@ This file must pass unmodified through SP1 (schema), SP2 (branch clause),
and SP3 (memories on nodes). If a change here looks necessary in one of and SP3 (memories on nodes). If a change here looks necessary in one of
those subphases, the change is wrong, not the test. SP4 is the first those subphases, the change is wrong, not the test. SP4 is the first
subphase allowed to move it, and only for the variant-count semantics subphase allowed to move it, and only for the variant-count semantics
called out in plan/14. the story-tree migration changed.
""" """
import pytest import pytest
from fastapi import Depends from fastapi import Depends
+8 -4
View File
@@ -31,8 +31,7 @@ from app.main import app
# The three tables as they stood at schema 45, frozen. This is a snapshot # The three tables as they stood at schema 45, frozen. This is a snapshot
# of a past schema. It must not be updated to track `models.py`, because # of a past schema. It must not be updated to track `models.py`, because
# the whole point is that it lacks what SP1 adds. This DDL uses SQLite # the whole point is that it lacks what SP1 adds. This DDL uses SQLite
# syntax only. The migration's Postgres half is exercised against a real # syntax only.
# server at deploy time (see plan/14).
PRE_TREE_DDL = ( PRE_TREE_DDL = (
""" """
CREATE TABLE adventures ( CREATE TABLE adventures (
@@ -120,7 +119,12 @@ def pre_tree():
# Dropping the tables is the only way to remove the columns. # Dropping the tables is the only way to remove the columns.
# SQLite refuses to drop a column that a foreign key references, # SQLite refuses to drop a column that a foreign key references,
# and that is exactly the case for `branch_id`. # 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}")) conn.execute(text(f"DROP TABLE IF EXISTS {table}"))
for ddl in PRE_TREE_DDL: for ddl in PRE_TREE_DDL:
conn.execute(text(ddl)) conn.execute(text(ddl))
@@ -593,7 +597,7 @@ def pre_split():
Base.metadata.drop_all(bind=engine) Base.metadata.drop_all(bind=engine)
Base.metadata.create_all(bind=engine) Base.metadata.create_all(bind=engine)
with engine.begin() as conn: 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}")) conn.execute(text(f"DROP TABLE IF EXISTS {table}"))
for ddl in PRE_TREE_DDL: for ddl in PRE_TREE_DDL:
conn.execute(text(ddl)) conn.execute(text(ddl))
+3 -4
View File
@@ -4,10 +4,9 @@ Reviewing a prompt tells you what it asks for. It does not tell you what a model
does with it. This runs the real pipeline twice over the *same* blocks of the does with it. This runs the real pipeline twice over the *same* blocks of the
*same* story, changing only the prompt, and prints the memories side by side. *same* story, changing only the prompt, and prints the memories side by side.
What it showed the first time it was run, and why `MEMORY_MAX_WORDS` exists, is Why `MEMORY_MAX_WORDS` exists is what it showed the first time it was run: two
written up in `plan/18-persona-and-memory-quality.md`. Two consecutive memories consecutive memories from one story came back in two different persons, and the
from one story came back in two different persons, and the same model wrote 34 same model wrote 34 words for one block and 105 for the next.
words for one block and 105 for the next.
Three things make it a fair test rather than a demonstration: Three things make it a fair test rather than a demonstration:
-1227
View File
File diff suppressed because it is too large Load Diff
File diff suppressed because it is too large Load Diff
-1577
View File
File diff suppressed because it is too large Load Diff
Binary file not shown.

Before

Width:  |  Height:  |  Size: 36 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 103 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 66 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 157 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 94 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 84 KiB

Binary file not shown.

Before

Width:  |  Height:  |  Size: 59 KiB

-267
View File
@@ -1,267 +0,0 @@
<!doctype html>
<html lang="en">
<head>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, initial-scale=1">
<title>AI D&amp;D — an AI Dungeon-style storytelling engine</title>
<meta name="description" content="An AI Dungeon-style interactive storytelling app. FastAPI + React, any OpenAI-compatible model, an RPG world-state engine the AI proposes and Python referees, and a quickjs sandbox that runs real AI Dungeon scripts.">
<meta property="og:title" content="AI D&amp;D — an AI Dungeon-style storytelling engine">
<meta property="og:description" content="Play open-ended adventures narrated by an LLM, with a world-state engine that keeps the numbers honest.">
<meta property="og:image" content="https://parththakkar106.github.io/AI-DnD/images/play-world-state.jpg">
<meta property="og:type" content="website">
<meta name="twitter:card" content="summary_large_image">
<link rel="icon" href="data:image/svg+xml,%3Csvg xmlns='http://www.w3.org/2000/svg' viewBox='0 0 100 100'%3E%3Ctext y='.9em' font-size='90'%3E%E2%9A%94%3C/text%3E%3C/svg%3E">
<link rel="preconnect" href="https://fonts.googleapis.com">
<link rel="preconnect" href="https://fonts.gstatic.com" crossorigin>
<link href="https://fonts.googleapis.com/css2?family=Cinzel:wght@500;700&family=Inter:wght@400;500;600&display=swap" rel="stylesheet">
<style>
:root {
--bg: #0a0a0f;
--panel: #131320;
--border: #2b2b3d;
--border-bright: #3d3d55;
--text: #e2ddd0;
--dim: #918c7d;
--accent: #d4a94e;
--accent-bright: #e8c476;
--accent-dim: #96773a;
--display: 'Cinzel', Georgia, serif;
--ui: 'Inter', 'Segoe UI', system-ui, sans-serif;
color-scheme: dark;
}
* { box-sizing: border-box; }
body {
margin: 0;
background:
radial-gradient(1200px 700px at 15% -10%, rgba(212,169,78,.06), transparent 60%),
radial-gradient(1000px 600px at 90% 110%, rgba(88,76,140,.08), transparent 55%),
var(--bg);
background-attachment: fixed;
color: var(--text);
font-family: var(--ui);
line-height: 1.65;
-webkit-font-smoothing: antialiased;
}
.wrap { max-width: 1080px; margin: 0 auto; padding: 0 24px; }
a { color: var(--accent-bright); }
header { padding: 72px 0 40px; text-align: center; }
.mark { font-family: var(--display); font-size: 14px; letter-spacing: .28em; color: var(--accent); text-transform: uppercase; }
h1 {
font-family: var(--display); font-weight: 700;
font-size: clamp(2.4rem, 6vw, 4rem); margin: .2em 0 .1em; letter-spacing: .02em;
background: linear-gradient(180deg, var(--accent-bright), var(--accent));
-webkit-background-clip: text; background-clip: text; color: transparent;
}
.tagline { font-size: clamp(1.05rem, 2.2vw, 1.3rem); color: var(--text); max-width: 46ch; margin: .6em auto 0; }
.sub { color: var(--dim); max-width: 60ch; margin: 1em auto 0; font-size: .97rem; }
.cta { display: flex; gap: 14px; justify-content: center; flex-wrap: wrap; margin: 32px 0 10px; }
.btn {
display: inline-block; padding: 13px 26px; border-radius: 8px; text-decoration: none;
font-weight: 600; font-size: 1rem; border: 1px solid var(--border-bright); transition: .18s;
}
.btn-primary { background: linear-gradient(180deg, var(--accent-bright), var(--accent)); color: #17130a; border-color: var(--accent); }
.btn-primary:hover { filter: brightness(1.08); transform: translateY(-1px); }
.btn-ghost { background: var(--panel); color: var(--text); }
.btn-ghost:hover { border-color: var(--accent); color: var(--accent-bright); }
.wake { color: var(--dim); font-size: .85rem; text-align: center; margin-top: 4px; }
figure { margin: 0; }
figure img {
width: 100%; height: auto; display: block; border-radius: 10px;
border: 1px solid var(--border); box-shadow: 0 24px 60px rgba(0,0,0,.55);
}
figcaption { color: var(--dim); font-size: .88rem; margin-top: 12px; }
.hero-shot { margin: 44px 0 8px; }
section { padding: 56px 0; border-top: 1px solid var(--border); margin-top: 56px; }
h2 {
font-family: var(--display); font-size: 1.6rem; font-weight: 700;
color: var(--accent); margin: 0 0 8px; letter-spacing: .02em;
}
.lede { color: var(--dim); margin: 0 0 32px; max-width: 68ch; }
.grid { display: grid; grid-template-columns: repeat(auto-fit, minmax(min(100%, 420px), 1fr)); gap: 32px; }
.card { background: var(--panel); border: 1px solid var(--border); border-radius: 12px; padding: 22px; }
.card h3 { font-family: var(--display); font-size: 1.12rem; margin: 0 0 8px; color: var(--text); }
.card p { margin: 0 0 16px; color: var(--dim); font-size: .95rem; }
.card p:last-child { margin-bottom: 0; }
.card img { border-radius: 8px; border: 1px solid var(--border); width: 100%; height: auto; display: block; }
pre {
background: var(--panel); border: 1px solid var(--border); border-radius: 10px;
padding: 20px; overflow-x: auto; font-size: .86rem; line-height: 1.7; color: var(--text);
}
code { font-family: ui-monospace, SFMono-Regular, Menlo, Consolas, monospace; }
.stats { display: grid; grid-template-columns: repeat(auto-fit, minmax(180px, 1fr)); gap: 20px; margin-top: 8px; }
.stat { background: var(--panel); border: 1px solid var(--border); border-radius: 12px; padding: 20px; }
.stat .n { font-family: var(--display); font-size: 1.9rem; color: var(--accent-bright); line-height: 1.1; }
.stat .l { color: var(--dim); font-size: .88rem; margin-top: 6px; }
ul.notes { padding-left: 0; list-style: none; margin: 0; }
ul.notes li { border-left: 2px solid var(--accent-dim, #96773a); padding: 2px 0 2px 18px; margin-bottom: 22px; color: var(--dim); }
ul.notes strong { color: var(--text); }
.stack { display: flex; flex-wrap: wrap; gap: 8px; margin-top: 20px; }
.chip { background: var(--panel); border: 1px solid var(--border); border-radius: 999px; padding: 5px 14px; font-size: .85rem; color: var(--dim); }
footer { border-top: 1px solid var(--border); margin-top: 56px; padding: 36px 0 64px; color: var(--dim); font-size: .9rem; text-align: center; }
@media (max-width: 720px) {
header { padding: 48px 0 24px; }
section { padding: 40px 0; margin-top: 40px; }
.btn { width: 100%; }
}
</style>
</head>
<body>
<div class="wrap">
<header>
<div class="mark">⚔ Interactive fiction, refereed</div>
<h1>AI D&amp;D</h1>
<p class="tagline">Open-ended adventures narrated by an LLM — with an engine that keeps the numbers honest.</p>
<p class="sub">Create a world, play it in second person, and let the model improvise the story while a Python
referee enforces what's actually true: hit points, an ally's trust, a raised alarm, a quest milestone.
Bring your own model, or play the demo with none.</p>
<div class="cta">
<a class="btn btn-primary" href="https://ai-dnd-1gmp.onrender.com">Launch the live demo →</a>
<a class="btn btn-ghost" href="guide.html">Read the design notes</a>
<a class="btn btn-ghost" href="architecture.html">HLD &amp; LLD walkthrough</a>
<a class="btn btn-ghost" href="https://github.com/parththakkar106/AI-DnD">View the source</a>
</div>
<p class="wake">No sign-up, no API key. Hosted on a free tier that sleeps — the first load takes ~30–60s to wake.</p>
<figure class="hero-shot">
<img src="images/play-world-state.jpg" alt="The play screen with the world-state rail open, showing HP, mana, an NPC's trust and a raised alarm flag">
<figcaption>The left rail is live world state. The model proposes what changed this turn; the engine decides
what sticks, and the chip under the narration reports the result. The <code>&lsaquo; 2/2 &rsaquo;</code>
under a turn steps between the takes it has.</figcaption>
</figure>
</header>
<section>
<h2>What makes it more than a chat wrapper</h2>
<p class="lede">Four things a plain "talk to a model" app doesn't do.</p>
<div class="grid">
<div class="card">
<h3>The story is a tree</h3>
<p>Any turn can hold more than one <em>take</em>. Stepping between them is free — the story below simply
empties, and the server is told nothing. Writing below a take that isn't the live one is what makes a
branch, and a branch stores no turns of its own: it records where it left its parent and borrows
everything above that. Twenty forks cost 1.007× the page load of the same story flat. Switch lines and
the world state, the script scoreboard and the cooldown clocks all come back to what that line left.</p>
<img src="images/branch-map.jpg" alt="The branch map: one horizontal lane per line of the story, each joined to its parent by an elbow at the moment it forked">
</div>
<div class="card">
<h3>The AI proposes, Python referees</h3>
<p>A scenario declares stats, flags, milestones and a named cast. Each turn the model appends the changes
it thinks happened — and the engine clamps them to range, enforces per-turn caps and cooldowns, keeps
counters monotonic and milestones sticky, then strips the machine-readable block out of the prose.
Word-labelled bands (<code>40–60: minor damage</code>) are what make the model reliable at it.
No dice, no scripting required.</p>
<img src="images/scenario-editor-npcs.jpg" alt="The scenario editor showing NPC stats with ranges, per-turn caps, cooldowns and labelled bands">
</div>
<div class="card">
<h3>You can see the entire prompt</h3>
<p>Every turn stores exactly what was sent to the model. Open Insights on any action to see each context
component, what it cost in tokens, and why it was there — including which trigger word pulled in each
story card and the similarity score behind each retrieved memory.</p>
<img src="images/insights.jpg" alt="The Insights panel showing the assembled prompt broken into components with token counts">
</div>
<div class="card">
<h3>Real AI Dungeon scripts run</h3>
<p>The three familiar hooks — <code>onInput</code>, <code>onModelContext</code>, <code>onOutput</code> —
with shared persistent <code>state</code> and a <code>worldEntries</code> API, executed in an embedded
quickjs sandbox. Scripts written for AI Dungeon import and work, and there's a CodeMirror editor in the app.</p>
<img src="images/script-editor.jpg" alt="The in-app script editor showing an input hook written in JavaScript">
</div>
<div class="card">
<h3>Memory that survives a long story</h3>
<p>The modern AI Dungeon memory system: AI-generated memories every few actions, a running story summary,
and embedding-based retrieval that pulls an old-but-relevant fact back into context when it matters.
Undo and retry roll the world state back to a per-action snapshot rather than only rewriting the text.
Every story stays where you left it, and the home page opens on its most recent line.</p>
<img src="images/home.jpg" alt="The home page, showing stories in progress alongside scenarios to start from">
</div>
</div>
</section>
<section>
<h2>How a turn works</h2>
<p class="lede">Player input goes through the script pipeline, into a token-budgeted context, out to whichever
model you configured, and back through the referee.</p>
<pre><code>player input
→ onInput script modifier
→ assemble context: [narrator prompt] + [world state + stat guide] + [AI instructions]
+ [plot essentials] + [story summary] + [retrieved memories]
+ [triggered story cards] + [history along this branch, token-budgeted]
+ [author's note] + [player action]
→ onModelContext script modifier
→ snapshot context (Insights)
→ provider adapter → AI (streamed)
→ extract + referee the world-state delta block, strip it from the prose
→ onOutput script modifier
→ store &amp; render</code></pre>
<div class="stack">
<span class="chip">FastAPI</span>
<span class="chip">SQLAlchemy</span>
<span class="chip">React + Vite</span>
<span class="chip">Postgres / SQLite</span>
<span class="chip">quickjs sandbox</span>
<span class="chip">Server-sent events</span>
<span class="chip">Docker</span>
<span class="chip">Any OpenAI-compatible endpoint</span>
</div>
</section>
<section>
<h2>Engineering notes</h2>
<p class="lede">The parts that were measured rather than guessed at.</p>
<div class="stats">
<div class="stat"><div class="n">189×</div><div class="l">less database egress per adventure load</div></div>
<div class="stat"><div class="n">440</div><div class="l">backend tests, run by CI on every push</div></div>
<div class="stat"><div class="n">64</div><div class="l">schema migrations, applied in order on boot</div></div>
<div class="stat"><div class="n">$0</div><div class="l">to run it locally against Ollama</div></div>
</div>
<ul class="notes" style="margin-top:34px">
<li><strong>Database egress, cut ~189×.</strong> Every adventure load was pulling the entire assembled
prompt — about 74 KB per turn — just to read two small fields off it. Moving those into their own columns
and deferring the heavy ones took one load from 38.5 MB to 0.20 MB. A test hooks into SQLAlchemy's cursor
events and fails if a bulk load ever names those columns again.</li>
<li><strong>Turn cost, made flat.</strong> Assembling a turn walked the whole story, so it grew with story
length — 839 KB of reads by turn 200. History is now served as tails and slices from SQL: the same turn
costs 129 KB and stops growing at around turn 50.</li>
<li><strong>Branching that costs 103 bytes.</strong> A branch stores where it left its parent and borrows
every turn above that, so nothing is copied on a fork. A 40-turn story forked twenty times loads in
31,652 B against 31,433 B for the same story flat — 1.007×. Reads stay cheap because the ancestry is
windowed the way the history is: the number of SQL clauses is bounded by the context window, not by how
many times the story has forked.</li>
<li><strong>A shared demo key that can't be drained.</strong> The hosted demo funds a model for visitors, so
model selection is pinned server-side with a structural backstop that raises if any code path tries to
resolve a model outside the allowed set — plus a daily per-visitor turn cap.</li>
</ul>
</section>
<footer>
<p>Built by <a href="https://github.com/parththakkar106">Parth Thakkar</a> ·
<a href="https://github.com/parththakkar106/AI-DnD">Source on GitHub</a> ·
<a href="https://github.com/parththakkar106/AI-DnD/blob/main/LICENSE">MIT</a></p>
<p>Run it yourself with one command: <code>docker compose up --build</code></p>
</footer>
</div>
</body>
</html>
-156
View File
@@ -1,156 +0,0 @@
# Self-review log
**Every correctness bug on this page is resolved.** 20 are fixed, and 1 is intentionally
skipped, with the reasoning recorded below. The record is kept because the reasoning outlives
the verdicts, and several of these are traps worth remembering. The *cleanup backlog* at the
bottom is a deliberately open list of non-bugs (reuse, simplification, efficiency), not
outstanding defects.
Original review: 2026-07-05, whole project in scope (no git history at the time).
Status key: `fixed` means applied, `skipped` means intentionally not fixed, and `pending` means
outstanding (none remain).
**2026-07-06 update (branch `bugfix-code-review`):** every finding was re-verified against
current code. #1, #2, #3, #4, #6, and #12 had already been fixed in earlier sessions, so their
statuses were stale. #5, #7, #8, #9, #10, #13, #14 (backend) and #15 through #21 (frontend)
were fixed in this pass. #11 is skipped: real AI Dungeon's `addStoryCard` also returns the new
card's index (0-falsy included) per the official scripting guidebook, so changing it would
break compatibility. This is documented in `engine.py`'s prelude instead. The cleanup backlog
(R/S/E/A items) below remains open by design.
## Correctness bugs
### 1. [fixed] seed_demo.py doesn't stamp schema version → server crashes on next start
- `backend/seed_demo.py:10`
- A fresh DB created via `Base.metadata.create_all` leaves `PRAGMA user_version` at 0. The next server start sees the tables exist and replays every ALTER TABLE migration, causing a `duplicate column name` crash.
- Fix: stamp user_version to latest after create_all (reuse migrations.bootstrap logic).
### 2. [fixed] Turn-lock race: two simultaneous turns can run on the same adventure
- `backend/app/routers/adventures.py:302`
- `ensure_not_generating()` runs in the route handler, but `_active_turns.add()` only happens when the StreamingResponse generator is first iterated. Double-clicking Continue sends both requests past the 409 check, producing duplicate Action.index rows and interleaved generations.
- Fix: atomically test-and-set the lock in the request phase, release in the stream's `finally`.
### 3. [fixed] Migration 10 renumbers indexes with a correlated subquery on the table being updated
- `backend/app/migrations.py:34`
- SQLite may evaluate the subquery against partially updated rows, so duplicate indexes can survive the "repair".
- Fix: compute new indexes in Python (SELECT ordered, then UPDATE per row).
### 4. [fixed] SQLite foreign keys never enabled → CASCADE/SET NULL clauses are dead
- `backend/app/database.py:8`
- Deleting a Script leaves orphaned `scenario_scripts` rows. SQLite rowid reuse can then attach a future script to an old scenario.
- Fix: `PRAGMA foreign_keys=ON` via engine connect event.
### 5. [fixed] Provider generate() silently yields nothing for non-SSE 200 responses
- `backend/app/providers/openai_compatible.py:84`
- A server that ignores `stream=true` and returns plain JSON produces no `data:` lines, so the result is an empty AI action with no error.
- Fix: buffer the non-SSE body and fall back to parsing it as a single JSON completion.
### 6. [fixed] Fire-and-forget asyncio task can be GC'd mid-run and wedge the memory bank
- `backend/app/memorybank.py:146`
- The result of `asyncio.create_task` is not referenced, so the task can vanish silently and leave an adventure ID stuck in `_running`.
- Fix: keep strong refs in a set, discard in done-callback.
### 7. [fixed] Memory cursors are list positions but Memory.source_start/end are Action.index values
- `backend/app/memorybank.py:213`
- After any action deletion, indexes keep gaps and positions shift, so summarization skips or duplicates blocks and `_update_story_summary` folds the wrong memories.
- Fix: use one space consistently. Track cursors by Action.index (position-independent), or renumber on delete.
### 8. [fixed] Pinned memories don't count toward memory_top_k cap
- `backend/app/memorybank.py:120`
- 6 pinned plus top_k=5 injects 11 memories, blowing the token budget.
- Fix: fill with unpinned only up to `top_k - len(pinned)` (min 0).
### 9. [fixed] Embedding-model change → cosine() zips different-dimension vectors silently
- `backend/app/memorybank.py:69`
- Old 768-dimension embeddings scored against a new 1536-dimension query produce garbage similarity with no error, and are never re-embedded.
- Fix: return 0.0 on length mismatch (and ideally clear stale embeddings so _embed_pending redoes them).
### 10. [fixed] MAX_STORY_CARDS cap is a no-op for cards created in one hook
- `backend/app/scripting/pipeline.py:59`
- `len(existing) + len(seen_ids) < MAX...` never counts newly added cards, since seen_ids is a subset of existing. A script can insert an unbounded number of cards in one turn.
- Fix: count inserts made during the loop.
### 11. [skipped] addStoryCard returns 0 (falsy) for the first card, indistinguishable from `false` rejection
- `backend/app/scripting/engine.py:39`
- `if (!addStoryCard(...))` misfires when the card list was empty.
- Fix: return `storyCards.length` (1-based, always truthy) or `true`; document.
### 12. [fixed] scenario_id=0 truthiness bug in create_story_card
- `backend/app/routers/story_cards.py:28`
- `scenario_id or ...` picks the wrong owner when id is 0. Use `is not None`.
### 13. [fixed] test_connection 500s on non-dict JSON from /models
- `backend/app/routers/settings.py:54`
- Only ValueError is caught. `data.get`/`m.get` on non-dict input raises AttributeError, producing a 500 instead of `{ok:false}`.
- Fix: catch (ValueError, AttributeError, TypeError) or validate shapes.
### 14. [fixed] AI Dungeon exports with `worldInformation` key lose all story cards silently
- `backend/app/routers/scenarios.py:133`
- Import reads only `storyCards`/`worldInfo`. `worldInformation` is in _IGNORED_KEYS, so it is dropped without being reported.
- Fix: accept `worldInformation` as a card source too.
### 15. [fixed] Shared debounce timer loses edits (Play PlotPanel)
- `frontend/src/pages/Play.jsx:28`
- One `saveTimer` is shared by all plot fields and story-card saves. Editing a second field within 600ms cancels the first pending PATCH, causing silent data loss.
- Fix: per-key timers (e.g. a Map keyed by field/card id).
### 16. [fixed] Same shared-debounce data loss in ScenarioEditor
- `frontend/src/pages/ScenarioEditor.jsx:22`
- Same fix as #15.
### 17. [fixed] Continue button silently discards typed input text
- `frontend/src/pages/Play.jsx:469`
- Clicking Continue with text in the box sends type 'continue' (the backend ignores the text) and clears the input.
- Fix: don't clear input on continue (or treat non-empty input as a normal send).
### 18. [fixed] retry() optimistically deletes last AI action with no rollback on failure
- `frontend/src/pages/Play.jsx:475`
- A failed retry (409 or network error) leaves the UI missing an action that still exists server-side.
- Fix: restore the removed action in the catch path (or only remove on first stream event).
### 19. [fixed] Settings test()/save() have no error handling → stuck on "Testing…"
- `frontend/src/pages/Settings.jsx:66`
- A rejection leaves `{pending:true}` forever and produces an unhandled rejection.
- Fix: try/catch → setTestResult({ok:false, error:msg}).
### 20. [fixed] InsightsPanel race: slow earlier request overwrites newer report
- `frontend/src/pages/Play.jsx:302`
- There is no staleness guard, so a slow getAdventureContext call can overwrite a newer action snapshot.
- Fix: track a request id or cancelled flag in the effect.
### 21. [fixed] extractPlaceholders ignores ${...} in story-card trigger keys
- `frontend/src/pages/Scenarios.jsx:50`
- The backend fills placeholders in card.keys, but the modal never prompts for those names, so a literal `${hero}` key never matches.
- Fix: also scan card.keys when collecting placeholder names.
## Cleanup backlog (reuse / simplification / efficiency / altitude — not bugs, apply later)
- **R1** ~~three copies of the debounced-autosave handler.~~
**Half applied in phase 17 (2026-08).** All three use
`frontend/src/hooks/useDebouncedSave.js`. A shared StoryCardList component is
still open.
- **R2** `backend/seed_demo.py:228`: re-implements create_adventure. Call the router logic instead.
- **R3** `backend/app/providers/openai_compatible.py:122`: complete() duplicates _request()'s body building. Add a `stream` param to _request().
- **R4** ~~six copies of child-resource get, owner-check, and 404.~~
**Applied in phase 17 (2026-08).** All 32 handlers take the `current_adventure`
dependency from `routers/adventures/deps.py`.
- **R5** `frontend/src/api.js:26`: streamSSE duplicates request()'s error extraction. Extract `throwIfNotOk(resp)`.
- **S1** ~~`Settings.stream` is dead state (never read).~~
**Applied in phase 17 (2026-08).** The column, both schema fields, and migration 65
drop it. `R4` went with it: the ownership check is the `current_adventure` dependency.
- **S2** `frontend/src/pages/Play.jsx:6`: MODES and PLAYER_TYPES are identical constants; lastIsAi/canUndo are computed twice.
- **E1** `backend/app/context/builder.py:119`: joins and tokenizes the entire adventure history every turn for the trigger window. Walk reversed(actions) until budget instead.
- **E2** `backend/app/scripting/pipeline.py:77`: rebuilds full history dicts, JSON, and a blocking commit per script per hook. Build once per hook, slice to HISTORY_WINDOW first, and commit once.
- **E3** `frontend/src/pages/Play.jsx:561`: every SSE chunk re-renders all action rows. Isolate streaming text in a child component or React.memo rows.
- **E4** `backend/app/context/builder.py:48`: Section.tokens is uncached, so the whole context gets tokenized 2 to 3 times per turn. Cache counts and sum sections.
- **E5** `frontend/src/pages/Play.jsx:490`: the keydown effect has no dependency array, so the listener is re-registered every render.
- **E6** `backend/app/memorybank.py:182`: catch-up summarization awaits blocks sequentially. Gather independent blocks instead.
- **A1** ~~no UniqueConstraint('adventure_id','index'); index allocation is ad-hoc per writer.~~
**Overtaken by phase 14 (2026-08).** `index` is a legacy column that nothing reads: ordering
is `(branch_id, depth)` now, allocated in one place (`tree.place_action`). The column is kept
unread for one release and then dropped, so a constraint on it would apply to a column that
no longer does anything.
- **A2** `backend/app/providers/openai_compatible.py:45`: CHAT_CONTINUE_HINT is appended below the budgeting layer. Assemble prompts in the context builder instead.
- **A3** `backend/app/routers/adventures.py:390`: import endpoints hand-coerce raw dicts. Use a Pydantic bundle schema.
- **A4** `backend/app/routers/adventures.py:207`: onModelContext flattens (system, story) and ships everything as user content if modified. Pass structure through the hook instead.
- **A5** `frontend/src/pages/Home.jsx:87`: the client appends 'Z' to naive datetimes. Emit ISO-8601 with an offset from the API instead.
-16
View File
@@ -1,16 +0,0 @@
# React + Vite
This template provides a minimal setup to get React working in Vite with HMR and some Oxlint rules.
Currently, two official plugins are available:
- [@vitejs/plugin-react](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react) uses [Oxc](https://oxc.rs)
- [@vitejs/plugin-react-swc](https://github.com/vitejs/vite-plugin-react/blob/main/packages/plugin-react-swc) uses [SWC](https://swc.rs/)
## React Compiler
The React Compiler is not enabled on this template because of its impact on dev & build performances. To add it, see [this documentation](https://react.dev/learn/react-compiler/installation).
## Expanding the Oxlint configuration
If you are developing a production application, use TypeScript with type-aware lint rules enabled. See the [TS template](https://github.com/vitejs/vite/tree/main/packages/create-vite/template-react-ts) for how to integrate TypeScript and Oxlint's TypeScript-related rules in your project.
+19 -6
View File
@@ -1,6 +1,6 @@
import { useEffect, useLayoutEffect, useMemo, useRef, useState } from 'react' import { useEffect, useLayoutEffect, useMemo, useRef, useState } from 'react'
import { createPortal } from 'react-dom' import { createPortal } from 'react-dom'
import { CORNER, PAD, ROW_H, branchLabel, headLineage, layoutTree, momentTicks } from './branches' import { CORNER, PAD, ROW_H, branchLabel, headLineage, layoutTree, momentTicks, savePointsUnder } from './branches'
// The story tree, drawn. // The story tree, drawn.
// //
@@ -108,6 +108,9 @@ export function BranchMap({ branches, busyId, onSwitch, onRename, onDelete, onCl
// would throw away the only copy of it. // would throw away the only copy of it.
const save = async () => { if (await onRename(selected, renameText)) setRenameText(null) } const save = async () => { if (await onRename(selected, renameText)) setRenameText(null) }
const drop = async () => { if (await onDelete(selected)) setConfirming(false) } const drop = async () => { if (await onDelete(selected)) setConfirming(false) }
// Save Points naming a moment on the selected branch, or on anything forked
// from it, keep it alive — the server refuses to delete them along with it.
const protecting = selected ? savePointsUnder(branches, selected.id) : 0
return createPortal( return createPortal(
<div className="modal-overlay branch-map-overlay" onClick={onClose}> <div className="modal-overlay branch-map-overlay" onClick={onClose}>
@@ -239,7 +242,13 @@ export function BranchMap({ branches, busyId, onSwitch, onRename, onDelete, onCl
{confirming ? ( {confirming ? (
<div className="branch-confirm"> <div className="branch-confirm">
<span>Delete this branch and everything forked from it?</span> {/* The same wording the list gives, because the same deletion
is reachable from both views and a rule that held in one of
them would not be a rule. */}
<span>
Delete this branch and everything forked from it? The story on
other paths, and every Save Point, is unaffected.
</span>
<button type="button" className="danger" disabled={busy} onClick={drop}> <button type="button" className="danger" disabled={busy} onClick={drop}>
Delete Delete
</button> </button>
@@ -265,10 +274,14 @@ export function BranchMap({ branches, busyId, onSwitch, onRename, onDelete, onCl
the head stands on is offered, and says why it cannot go. */} the head stands on is offered, and says why it cannot go. */}
{!isRoot && ( {!isRoot && (
<button type="button" className="danger" <button type="button" className="danger"
disabled={busy || isLoadBearing} disabled={busy || isLoadBearing || protecting > 0}
title={isLoadBearing title={
? 'The line you are reading is built on this one. Switch away first.' isLoadBearing
: undefined} ? 'The line you are reading is built on this one. Switch away first.'
: protecting > 0
? `${protecting === 1 ? 'A Save Point is' : `${protecting} Save Points are`} saved on this line or one forked from it. Delete ${protecting === 1 ? 'it' : 'them'} first — deleting a Save Point deletes no story.`
: undefined
}
onClick={() => setConfirming(true)}>Delete</button> onClick={() => setConfirming(true)}>Delete</button>
)} )}
</div> </div>
+22
View File
@@ -106,6 +106,25 @@ export const api = {
}), }),
deleteBranch: (advId, branchId) => deleteBranch: (advId, branchId) =>
request(`/adventures/${advId}/branches/${branchId}`, { method: 'DELETE' }), request(`/adventures/${advId}/branches/${branchId}`, { method: 'DELETE' }),
// Save Points (M4). A Save Point is a durable name for a story position; the
// server stores the coordinate and nothing else. Create takes no position —
// it is always made at the campaign's active head, which is where the reader
// is. Restore answers with the story as it now stands, like a branch switch,
// so the caller replaces its window rather than reloading everything.
listCheckpoints: (advId) => request(`/adventures/${advId}/checkpoints`),
createCheckpoint: (advId, name, note = '') =>
request(`/adventures/${advId}/checkpoints`, {
method: 'POST', body: JSON.stringify({ name, note }),
}),
renameCheckpoint: (advId, checkpointId, name) =>
request(`/adventures/${advId}/checkpoints/${checkpointId}`, {
method: 'PATCH', body: JSON.stringify({ name }),
}),
deleteCheckpoint: (advId, checkpointId) =>
request(`/adventures/${advId}/checkpoints/${checkpointId}`, { method: 'DELETE' }),
restoreCheckpoint: (advId, checkpointId) =>
request(`/adventures/${advId}/checkpoints/${checkpointId}/restore`, { method: 'POST' }),
// Play a turn again, differently (SP9). An AI turn regenerates; a player's // Play a turn again, differently (SP9). An AI turn regenerates; a player's
// own takes the text given. Streams, because it is a turn like any other. // own takes the text given. Streams, because it is a turn like any other.
// //
@@ -124,6 +143,9 @@ export const api = {
exportAdventure: (id) => request(`/adventures/${id}/export`), exportAdventure: (id) => request(`/adventures/${id}/export`),
importAdventure: (bundle) => request('/adventures/import', { method: 'POST', body: JSON.stringify(bundle) }), importAdventure: (bundle) => request('/adventures/import', { method: 'POST', body: JSON.stringify(bundle) }),
undo: (advId) => request(`/adventures/${advId}/undo`, { method: 'POST' }), undo: (advId) => request(`/adventures/${advId}/undo`, { method: 'POST' }),
// Undo moves the story back without deleting it, so there is somewhere to
// move forward to again (M3). Both answer with the newest window.
redo: (advId) => request(`/adventures/${advId}/redo`, { method: 'POST' }),
getAdventureContext: (advId) => request(`/adventures/${advId}/context`), getAdventureContext: (advId) => request(`/adventures/${advId}/context`),
// "Update from scenario": GET describes what would change, POST applies it. // "Update from scenario": GET describes what would change, POST applies it.
previewRefresh: (advId) => request(`/adventures/${advId}/refresh`), previewRefresh: (advId) => request(`/adventures/${advId}/refresh`),
+35
View File
@@ -61,6 +61,41 @@ export function headLineage(branches) {
return out return out
} }
// How many Save Points would go if this branch were deleted.
//
// Deleting a branch deletes everything forked from it, and a Save Point names a
// position on a line, so the Save Points on the whole doomed subtree go too.
// The count is summed over that subtree rather than over the one branch — a
// warning that said "1 Save Point" while three disappeared would be worse than
// no warning at all.
//
// Computed here because the panel already holds every branch and its parent,
// so the answer costs a walk rather than an endpoint. The server remains the
// authority on what is actually deleted; this only lets the button say so
// before it is pressed, the same division `headLineage` already uses.
export function savePointsUnder(branches, rootId) {
const children = new Map()
for (const b of branches) {
const key = b.parent_branch_id
if (!children.has(key)) children.set(key, [])
children.get(key).push(b)
}
const byId = new Map(branches.map((b) => [b.id, b]))
const seen = new Set()
const stack = [rootId]
let total = 0
while (stack.length) {
const id = stack.pop()
// The guard is against a cycle, which the schema forbids and a walk should
// still never hang on.
if (seen.has(id)) continue
seen.add(id)
total += byId.get(id)?.save_points ?? 0
for (const child of children.get(id) ?? []) stack.push(child.id)
}
return total
}
// ---------- Map geometry ---------- // ---------- Map geometry ----------
export const ROW_H = 64 // one branch, name above the lane and meta below export const ROW_H = 64 // one branch, name above the lane and meta below
+79 -15
View File
@@ -5,8 +5,8 @@
* imports below. * imports below.
* *
* The page component still owns all of the session state. Lifting it into a * The page component still owns all of the session state. Lifting it into a
* `usePlaySession` hook waits for Stage 5 of `plan/17-refactor.md`, which adds * `usePlaySession` hook waits for the frontend test runner M8 adds
* a frontend test runner. Moving eighteen `useState` calls and seven * (`planning/BUILD-MILESTONES.md`). Moving eighteen `useState` calls and seven
* `useEffect` calls is a rewrite rather than a move, and nothing would catch a * `useEffect` calls is a rewrite rather than a move, and nothing would catch a
* mistake in it today. * mistake in it today.
*/ */
@@ -22,6 +22,7 @@ import { BranchPanel } from './panels/BranchPanel'
import { InsightsPanel } from './panels/InsightsPanel' import { InsightsPanel } from './panels/InsightsPanel'
import { MemoryPanel } from './panels/MemoryPanel' import { MemoryPanel } from './panels/MemoryPanel'
import { PlotPanel } from './panels/PlotPanel' import { PlotPanel } from './panels/PlotPanel'
import { SavePointPanel } from './panels/SavePointPanel'
const MODES = ['do', 'say', 'story'] const MODES = ['do', 'say', 'story']
const PLAYER_TYPES = ['do', 'say', 'story'] const PLAYER_TYPES = ['do', 'say', 'story']
@@ -68,7 +69,7 @@ export default function Play() {
const [busy, setBusy] = useState(false) const [busy, setBusy] = useState(false)
const [toast, setToast] = useState(null) const [toast, setToast] = useState(null)
const [editing, setEditing] = useState(null) const [editing, setEditing] = useState(null)
const [panel, setPanel] = useState(null) // null | 'plot' | 'insights' const [panel, setPanel] = useState(null) // null | 'plot' | 'memory' | 'branches' | 'savepoints' | 'insights'
// Bumped when something outside the turn loop changes the drawers' state // Bumped when something outside the turn loop changes the drawers' state
// (currently "Update from scenario"), which no action count would reflect. // (currently "Update from scenario"), which no action count would reflect.
const [stateKey, setStateKey] = useState(0) const [stateKey, setStateKey] = useState(0)
@@ -104,6 +105,12 @@ export default function Play() {
const [total, setTotal] = useState(0) const [total, setTotal] = useState(0)
const [hasMore, setHasMore] = useState(false) const [hasMore, setHasMore] = useState(false)
const [loadingOlder, setLoadingOlder] = useState(false) const [loadingOlder, setLoadingOlder] = useState(false)
// Whether Undo and Redo have anywhere to go, as the server last reported it
// (M3). Neither is derivable here: Undo stops at the campaign opening, which
// may be off the top of the loaded window, and Redo depends on the retained
// future, which the transcript is never sent. So the flags ride on every
// window the server hands back and this holds the newest answer.
const [history, setHistory] = useState({ undo: false, redo: false })
const storyEndRef = useRef(null) const storyEndRef = useRef(null)
const abortRef = useRef(null) const abortRef = useRef(null)
const pinnedRef = useRef(true) // autoscroll only while the reader is at the bottom const pinnedRef = useRef(true) // autoscroll only while the reader is at the bottom
@@ -155,10 +162,19 @@ export default function Play() {
setActions(adv.actions) setActions(adv.actions)
setTotal(adv.action_count ?? adv.actions.length) setTotal(adv.action_count ?? adv.actions.length)
setHasMore(adv.actions.length < (adv.action_count ?? adv.actions.length)) setHasMore(adv.actions.length < (adv.action_count ?? adv.actions.length))
// A campaign closed while undone reopens undone, so the controls have
// to be told before the reader can press one.
setHistory({ undo: !!adv.can_undo, redo: !!adv.can_redo })
}) })
.catch(() => navigate('/')) .catch(() => navigate('/'))
}, [id, navigate]) }, [id, navigate])
// Record what the server says the history controls can do. Every response
// that carries a window carries them, so this is called wherever one lands.
const noteHistory = useCallback((page) => {
setHistory({ undo: !!page.can_undo, redo: !!page.can_redo })
}, [])
// Take the story the server just handed back, whole. // Take the story the server just handed back, whole.
// //
// Switching a branch and forking one both answer with the newest window of // Switching a branch and forking one both answer with the newest window of
@@ -173,11 +189,12 @@ export default function Play() {
setActions(page.actions) setActions(page.actions)
setTotal(page.total) setTotal(page.total)
setHasMore(page.has_more) setHasMore(page.has_more)
noteHistory(page)
// The world state comes back to what that branch's tip left // The world state comes back to what that branch's tip left
// behind, so anything drawn from them is now showing another line's // behind, so anything drawn from them is now showing another line's
// numbers until it re-reads. // numbers until it re-reads.
setStateKey((k) => k + 1) setStateKey((k) => k + 1)
}, []) }, [noteHistory])
// Fetch the page above the one on screen and prepend it. // Fetch the page above the one on screen and prepend it.
// //
@@ -216,6 +233,7 @@ export default function Play() {
} }
setTotal(page.total) setTotal(page.total)
setHasMore(page.has_more) setHasMore(page.has_more)
noteHistory(page)
} catch { } catch {
// Leave hasMore alone: a failed fetch should let the reader try again // Leave hasMore alone: a failed fetch should let the reader try again
// by scrolling, not permanently hide the rest of their story. But hold // by scrolling, not permanently hide the rest of their story. But hold
@@ -227,7 +245,7 @@ export default function Play() {
loadingOlderRef.current = false loadingOlderRef.current = false
setLoadingOlder(false) setLoadingOlder(false)
} }
}, [actions, hasMore, id]) }, [actions, hasMore, id, noteHistory])
// Put the viewport back after a prepend. useLayoutEffect, not useEffect: // Put the viewport back after a prepend. useLayoutEffect, not useEffect:
// this has to run before the browser paints, or the reader sees the story // this has to run before the browser paints, or the reader sees the story
@@ -277,6 +295,12 @@ export default function Play() {
setReasoningStream(null) setReasoningStream(null)
setActions((prev) => [...prev, event.action]) setActions((prev) => [...prev, event.action])
setTotal((n) => n + 1) setTotal((n) => n + 1)
// A turn was accepted, so there is something to undo and nothing left to
// redo: writing below a moved-back head is the divergence that retires
// the old future, and writing at the tip never had a future in front of
// it. Set here rather than fetched, because the turn arrives over SSE and
// this is the same answer the server would give.
setHistory({ undo: true, redo: false })
} else if (event.type === 'error') { } else if (event.type === 'error') {
setStreaming(null) setStreaming(null)
setReasoningStream(null) setReasoningStream(null)
@@ -363,30 +387,42 @@ export default function Play() {
}) })
} }
async function undo() { // Undo and Redo differ only in which way the head moves, so they share
// everything else: the same window shape comes back, the same reader state is
// dropped, and the same world state has been restored underneath.
async function moveHead(call) {
setToast(null) setToast(null)
setPreview(null) setPreview(null)
setPinned(null) setPinned(null)
try { try {
// A window, not the whole story — undo is the action most likely to be // A window, not the whole story — these are the actions most likely to be
// repeated several times running, so it must not re-fetch everything. // repeated several times running, so they must not re-fetch everything.
const page = await api.undo(id) const page = await call(id)
setActions(page.actions) setActions(page.actions)
setTotal(page.total) setTotal(page.total)
setHasMore(page.has_more) setHasMore(page.has_more)
noteHistory(page)
// The story is at a different position, so the state panels are showing
// the numbers of a turn that is no longer where the story ends.
setStateKey((k) => k + 1)
} catch (err) { } catch (err) {
setToast({ text: err.message, isError: true }) setToast({ text: err.message, isError: true })
} }
} }
// Ctrl+Z undo / Ctrl+R retry, ignored while typing in a field. const undo = () => moveHead(api.undo)
const redo = () => moveHead(api.redo)
// Ctrl+Z undo / Ctrl+Shift+Z redo / Ctrl+R retry, ignored while typing.
useEffect(() => { useEffect(() => {
const lastIsAi = actions.length > 0 && actions[actions.length - 1].type === 'ai' const lastIsAi = actions.length > 0 && actions[actions.length - 1].type === 'ai'
const canUndo = actions.length > 0 && actions[actions.length - 1].type !== 'start'
const onKey = (e) => { const onKey = (e) => {
if (!(e.ctrlKey || e.metaKey) || busy) return if (!(e.ctrlKey || e.metaKey) || busy) return
if (e.target.closest?.('input, textarea, select, [contenteditable]')) return if (e.target.closest?.('input, textarea, select, [contenteditable]')) return
if (e.key.toLowerCase() === 'z' && canUndo) { if (e.key.toLowerCase() === 'z' && e.shiftKey && history.redo) {
e.preventDefault()
redo()
} else if (e.key.toLowerCase() === 'z' && !e.shiftKey && history.undo) {
e.preventDefault() e.preventDefault()
undo() undo()
} else if (e.key.toLowerCase() === 'r' && lastIsAi) { } else if (e.key.toLowerCase() === 'r' && lastIsAi) {
@@ -467,6 +503,7 @@ export default function Play() {
setActions(adv.actions) setActions(adv.actions)
setTotal(adv.action_count ?? adv.actions.length) setTotal(adv.action_count ?? adv.actions.length)
setHasMore(adv.actions.length < (adv.action_count ?? adv.actions.length)) setHasMore(adv.actions.length < (adv.action_count ?? adv.actions.length))
setHistory({ undo: !!adv.can_undo, redo: !!adv.can_redo })
// The branch and the world state can both have moved. // The branch and the world state can both have moved.
setStateKey((k) => k + 1) setStateKey((k) => k + 1)
} catch { /* stale beats wrong */ } } catch { /* stale beats wrong */ }
@@ -490,7 +527,6 @@ export default function Play() {
if (!adventure) return null if (!adventure) return null
const lastIsAi = actions.length > 0 && actions[actions.length - 1].type === 'ai' const lastIsAi = actions.length > 0 && actions[actions.length - 1].type === 'ai'
const canUndo = actions.length > 0 && actions[actions.length - 1].type !== 'start'
return ( return (
<div className={`play-layout ${panel ? 'with-panel' : ''}`}> <div className={`play-layout ${panel ? 'with-panel' : ''}`}>
@@ -510,6 +546,8 @@ export default function Play() {
onClick={() => setPanel(panel === 'memory' ? null : 'memory')}>Memory</button> onClick={() => setPanel(panel === 'memory' ? null : 'memory')}>Memory</button>
<button className={panel === 'branches' ? 'active' : ''} <button className={panel === 'branches' ? 'active' : ''}
onClick={() => setPanel(panel === 'branches' ? null : 'branches')}>Branches</button> onClick={() => setPanel(panel === 'branches' ? null : 'branches')}>Branches</button>
<button className={panel === 'savepoints' ? 'active' : ''}
onClick={() => setPanel(panel === 'savepoints' ? null : 'savepoints')}>Save Points</button>
<button className={panel === 'insights' ? 'active' : ''} <button className={panel === 'insights' ? 'active' : ''}
onClick={() => { setInspectActionId(null); setPanel(panel === 'insights' ? null : 'insights') }}> onClick={() => { setInspectActionId(null); setPanel(panel === 'insights' ? null : 'insights') }}>
Insights Insights
@@ -673,7 +711,19 @@ export default function Play() {
<div className="turn-buttons"> <div className="turn-buttons">
<button onClick={() => send('continue')} disabled={busy}>Continue ▸</button> <button onClick={() => send('continue')} disabled={busy}>Continue ▸</button>
<button onClick={retry} disabled={busy || !lastIsAi} title="Ctrl+R">↻ Retry</button> <button onClick={retry} disabled={busy || !lastIsAi} title="Ctrl+R">↻ Retry</button>
<button onClick={undo} disabled={busy || !canUndo} title="Ctrl+Z">↶ Undo</button> <button onClick={undo} disabled={busy || !history.undo} title="Ctrl+Z">↶ Undo</button>
{/* Undo keeps what it steps back over, so this walks the story
forward into it again. Disabled once a new turn has been written
from here: that future is retained, but it is no longer the
continuation this story tells. */}
<button onClick={redo} disabled={busy || !history.redo} title="Ctrl+Shift+Z">↷ Redo</button>
{/* Save Point sits with the history controls because that is what
it is: a name for a position Undo and Redo move between. The
button opens the panel, where the name is typed — the moment it
saves is wherever the story is being read, so there is nothing
to choose first. */}
<button onClick={() => setPanel('savepoints')} disabled={busy}
title="Name this moment so you can come back to it">⚑ Save Point</button>
</div> </div>
<div className="input-bar"> <div className="input-bar">
<div className="mode-select"> <div className="mode-select">
@@ -712,7 +762,10 @@ export default function Play() {
{panel && ( {panel && (
<div className="side-panel"> <div className="side-panel">
<div className="side-panel-header"> <div className="side-panel-header">
<h2>{{ plot: 'Plot Components', memory: 'Memory Bank', branches: 'Branches', insights: 'Insights' }[panel]}</h2> <h2>{{
plot: 'Plot Components', memory: 'Memory Bank', branches: 'Branches',
savepoints: 'Save Points', insights: 'Insights',
}[panel]}</h2>
<button onClick={() => setPanel(null)}>✕</button> <button onClick={() => setPanel(null)}>✕</button>
</div> </div>
{panel === 'plot' ? ( {panel === 'plot' ? (
@@ -724,6 +777,17 @@ export default function Play() {
// but deleting a branch deletes the memories that hung off it, // but deleting a branch deletes the memories that hung off it,
// and that happens without a turn being played. // and that happens without a turn being played.
refreshKey={`${actions.length}:${stateKey}`} /> refreshKey={`${actions.length}:${stateKey}`} />
) : panel === 'savepoints' ? (
// Restoring one moves the story exactly as Undo and Redo do, so it
// adopts the returned window the same way a branch switch does —
// the state panels are showing another position's numbers until
// they re-read.
<SavePointPanel
advId={id}
refreshKey={`${actions.length}:${stateKey}`}
onRestored={adoptWindow}
onError={(message) => setToast({ text: message, isError: true })}
/>
) : panel === 'branches' ? ( ) : panel === 'branches' ? (
<BranchPanel <BranchPanel
advId={id} advId={id}
+26 -6
View File
@@ -11,7 +11,7 @@
import { useEffect, useState } from 'react' import { useEffect, useState } from 'react'
import { api } from '../../../api' import { api } from '../../../api'
import { BranchMap } from '../../../BranchMap' import { BranchMap } from '../../../BranchMap'
import { branchLabel, headLineage, orderBranches } from '../../../branches' import { branchLabel, headLineage, orderBranches, savePointsUnder } from '../../../branches'
function BranchPanel({ advId, refreshKey, onSwitched, onTreeChanged, onError }) { function BranchPanel({ advId, refreshKey, onSwitched, onTreeChanged, onError }) {
const [branches, setBranches] = useState(null) const [branches, setBranches] = useState(null)
@@ -88,6 +88,12 @@ function BranchPanel({ advId, refreshKey, onSwitched, onTreeChanged, onError })
// was forked from. The button said nothing about that and answered // was forked from. The button said nothing about that and answered
// with a toast; it now says so before it is pressed. // with a toast; it now says so before it is pressed.
const loadBearing = lineage.has(branch.id) const loadBearing = lineage.has(branch.id)
// A Save Point naming a moment on this branch, or on anything forked
// from it, keeps the branch alive: named moments last until the user
// deletes them, so the server refuses the deletion rather than taking
// them with it. Counted over the subtree, because deleting a branch
// takes its descendants.
const protecting = savePointsUnder(branches, branch.id)
return ( return (
<div key={branch.id} className={`branch-row ${branch.is_head ? 'here' : ''}`} <div key={branch.id} className={`branch-row ${branch.is_head ? 'here' : ''}`}
style={{ marginLeft: indent * 12 }}> style={{ marginLeft: indent * 12 }}>
@@ -117,11 +123,20 @@ function BranchPanel({ advId, refreshKey, onSwitched, onTreeChanged, onError })
{branch.own_actions} of its own {branch.own_actions} of its own
{branch.parent_branch_id !== null && ` · forked at moment ${branch.fork_depth + 1}`} {branch.parent_branch_id !== null && ` · forked at moment ${branch.fork_depth + 1}`}
{` · ends at ${branch.depth + 1}`} {` · ends at ${branch.depth + 1}`}
{protecting > 0 &&
` · ${protecting === 1 ? '1 Save Point' : `${protecting} Save Points`} kept here`}
</div> </div>
{isConfirming ? ( {isConfirming ? (
<div className="branch-confirm"> <div className="branch-confirm">
<span>Delete this branch and everything forked from it?</span> {/* Only reachable when no Save Point points into this
subtree — the button is disabled otherwise, and the server
refuses regardless. So this says what the deletion costs
without hedging about Save Points that cannot be at risk. */}
<span>
Delete this branch and everything forked from it? The story
on other paths, and every Save Point, is unaffected.
</span>
<button type="button" className="danger" disabled={busy} <button type="button" className="danger" disabled={busy}
onClick={() => remove(branch)}>Delete</button> onClick={() => remove(branch)}>Delete</button>
<button type="button" onClick={() => setConfirming(null)}>Keep</button> <button type="button" onClick={() => setConfirming(null)}>Keep</button>
@@ -145,10 +160,15 @@ function BranchPanel({ advId, refreshKey, onSwitched, onTreeChanged, onError })
{/* The root holds the turns every other branch borrows, and {/* The root holds the turns every other branch borrows, and
the server refuses it — so it is not offered. */} the server refuses it — so it is not offered. */}
{branch.parent_branch_id !== null && ( {branch.parent_branch_id !== null && (
<button type="button" className="danger" disabled={busy || loadBearing} <button type="button" className="danger"
title={loadBearing disabled={busy || loadBearing || protecting > 0}
? 'The line you are reading is built on this one. Switch away first.' title={
: undefined} loadBearing
? 'The line you are reading is built on this one. Switch away first.'
: protecting > 0
? `${protecting === 1 ? 'A Save Point is' : `${protecting} Save Points are`} saved on this line or one forked from it. Delete ${protecting === 1 ? 'it' : 'them'} first — deleting a Save Point deletes no story.`
: undefined
}
onClick={() => setConfirming(branch.id)}>Delete</button> onClick={() => setConfirming(branch.id)}>Delete</button>
)} )}
</div> </div>
@@ -0,0 +1,209 @@
// Save Points: naming a place in the story, and going back to one.
//
// "Save Point" is the word throughout, and the words branch, head, node and
// fork appear nowhere a player can read (`BROWSER-UX-SPEC.md` §23). The panel
// is deliberately small — a form, a list, and two confirmations. It is not a
// branch explorer, and the tree it sits over stays out of sight.
//
// Both confirmations exist to say what does *not* happen, because that is the
// part a player cannot see and would otherwise assume the worst about: restore
// keeps the later story, and deleting a Save Point deletes no story at all.
import { useEffect, useState } from 'react'
import { api } from '../../../api'
function SavePointPanel({ advId, refreshKey, onRestored, onError }) {
const [points, setPoints] = useState(null)
const [failed, setFailed] = useState(null)
const [name, setName] = useState('')
const [note, setNote] = useState('')
const [saving, setSaving] = useState(false)
const [busyId, setBusyId] = useState(null)
const [renaming, setRenaming] = useState(null) // { id, text }
const [confirming, setConfirming] = useState(null) // { id, kind }
const [tick, setTick] = useState(0)
useEffect(() => {
let cancelled = false
setFailed(null)
api.listCheckpoints(advId)
.then((list) => { if (!cancelled) setPoints(list) })
.catch((err) => { if (!cancelled) setFailed(err.message) })
return () => { cancelled = true }
}, [advId, refreshKey, tick])
// Answers whether it worked, so a caller can keep its editor open on a
// refusal — a rename the server turned down must not take the typed name
// with it.
async function run(id, work) {
setBusyId(id)
try {
await work()
setTick((t) => t + 1)
return true
} catch (err) {
onError(err.message)
return false
} finally {
setBusyId(null)
}
}
async function create(e) {
e.preventDefault()
if (!name.trim() || saving) return
setSaving(true)
try {
await api.createCheckpoint(advId, name.trim(), note.trim())
setName('')
setNote('')
setTick((t) => t + 1)
} catch (err) {
onError(err.message)
} finally {
setSaving(false)
}
}
const restore = (p) => run(p.id, async () => {
onRestored(await api.restoreCheckpoint(advId, p.id))
setConfirming(null)
})
const rename = async (p) => {
if (await run(p.id, () => api.renameCheckpoint(advId, p.id, renaming.text))) {
setRenaming(null)
}
}
const remove = async (p) => {
if (await run(p.id, () => api.deleteCheckpoint(advId, p.id))) setConfirming(null)
}
return (
<div className="save-point-panel">
<form className="save-point-new" onSubmit={create}>
<label htmlFor="save-point-name">Save this moment</label>
<input
id="save-point-name"
autoFocus
maxLength={120}
placeholder="Before entering the abbey"
value={name}
disabled={saving}
onChange={(e) => setName(e.target.value)}
/>
<input
className="save-point-note"
maxLength={500}
placeholder="A note, if you want one (optional)"
value={note}
disabled={saving}
onChange={(e) => setNote(e.target.value)}
/>
<button type="submit" className="primary" disabled={saving || !name.trim()}>
Save Point
</button>
<p className="save-point-hint">
Saves the moment you are reading now. If you have stepped back, that
is the moment it saves.
</p>
</form>
{failed && <div className="panel-empty">Couldn’t read the Save Points — {failed}</div>}
{!failed && !points && <div className="panel-empty">Reading your Save Points…</div>}
{!failed && points?.length === 0 && (
<p className="save-point-intro">
No Save Points yet. Name a moment you might want to come back to, then
keep playing — going back to it later leaves everything you wrote
after it in place.
</p>
)}
<div className="save-point-list">
{(points || []).map((p) => {
const isRenaming = renaming?.id === p.id
const busy = busyId === p.id
const confirm = confirming?.id === p.id ? confirming.kind : null
return (
<div key={p.id} className={`save-point-row ${p.on_path ? '' : 'elsewhere'}`}>
<div className="save-point-head">
{isRenaming ? (
<input
className="save-point-rename"
autoFocus
maxLength={120}
value={renaming.text}
onChange={(e) => setRenaming({ ...renaming, text: e.target.value })}
onKeyDown={(e) => {
if (e.key === 'Enter') rename(p)
if (e.key === 'Escape') setRenaming(null)
}}
/>
) : (
<span className="save-point-name">{p.name}</span>
)}
</div>
<div className="save-point-meta">
Moment {p.turn}
{/* Said plainly, without naming a branch: the story took a
different turning after this point, and going back to it
returns to the telling it was saved in. */}
{!p.on_path && p.resolved && ' · on a path you left'}
{!p.resolved && ' · this moment is no longer in the story'}
</div>
{p.note && <div className="save-point-note-text">{p.note}</div>}
{confirm === 'restore' ? (
<div className="save-point-confirm">
<span>
The story will return to this Save Point. Everything you
wrote after it is kept — it just stops being where you are.
</span>
<button type="button" className="primary" disabled={busy}
onClick={() => restore(p)}>Restore</button>
<button type="button" onClick={() => setConfirming(null)}>Cancel</button>
</div>
) : confirm === 'delete' ? (
<div className="save-point-confirm">
<span>
Delete this Save Point? Deleting it does not delete any of
the story — only the name you gave this moment.
</span>
<button type="button" className="danger" disabled={busy}
onClick={() => remove(p)}>Delete</button>
<button type="button" onClick={() => setConfirming(null)}>Keep</button>
</div>
) : (
<div className="save-point-tools">
<button type="button" disabled={busy || !p.resolved}
title={p.resolved ? undefined
: 'The moment this Save Point named is no longer in the story.'}
onClick={() => setConfirming({ id: p.id, kind: 'restore' })}>
Restore
</button>
{isRenaming ? (
<>
<button type="button" disabled={busy} onClick={() => rename(p)}>Save</button>
<button type="button" onClick={() => setRenaming(null)}>Cancel</button>
</>
) : (
<button type="button" disabled={busy}
onClick={() => setRenaming({ id: p.id, text: p.name })}>
Rename
</button>
)}
<button type="button" className="danger" disabled={busy}
onClick={() => setConfirming({ id: p.id, kind: 'delete' })}>
Delete
</button>
</div>
)}
</div>
)
})}
</div>
</div>
)
}
export { SavePointPanel }
+96
View File
@@ -255,6 +255,102 @@
flex-basis: 100%; flex-basis: 100%;
} }
/* Save Points (M4). Deliberately the same furniture as the branch panel: a Save
Point is a name for a position, and it should not look like a different
species of thing from the lines it names positions on. The confirmations
borrow the branch panel's shape but not its danger colouring — restoring
destroys nothing, and only deletion is red. */
.save-point-panel { display: flex; flex-direction: column; gap: 14px; }
.save-point-new { display: flex; flex-direction: column; gap: 7px; }
.save-point-new label {
font-size: 0.64rem;
letter-spacing: 0.14em;
text-transform: uppercase;
color: var(--text-dim);
}
.save-point-new input {
padding: 5px 9px;
font-family: var(--font-story);
font-size: 0.95rem;
}
.save-point-new input.save-point-note {
font-size: 0.82rem;
}
.save-point-hint, .save-point-intro {
margin: 0;
color: var(--text-dim);
font-size: 0.78rem;
line-height: 1.55;
}
.save-point-list { display: flex; flex-direction: column; gap: 8px; }
.save-point-row {
display: flex;
flex-direction: column;
gap: 5px;
padding: 9px 11px;
border: 1px solid var(--border);
border-radius: 5px;
background: var(--bg-input);
}
/* A Save Point naming a moment on a telling the story has left. Dimmed rather
than hidden: it still restores, and hiding it would be the automatic cleanup
this milestone deliberately does not do. */
.save-point-row.elsewhere { opacity: 0.72; }
.save-point-head { display: flex; align-items: center; gap: 7px; }
.save-point-name {
font-family: var(--font-story);
font-size: 0.98rem;
color: var(--text);
}
.save-point-rename {
flex: 1;
min-width: 0;
padding: 3px 7px;
font-family: var(--font-story);
font-size: 0.95rem;
}
.save-point-meta {
font-size: 0.72rem;
color: var(--text-dim);
font-variant-numeric: tabular-nums;
}
.save-point-note-text {
font-size: 0.78rem;
color: var(--text-dim);
line-height: 1.5;
}
.save-point-tools, .save-point-confirm {
display: flex;
align-items: center;
gap: 5px;
flex-wrap: wrap;
}
.save-point-tools button, .save-point-confirm button {
padding: 3px 9px;
font-size: 0.72rem;
color: var(--text-dim);
background: transparent;
border: 1px solid var(--border);
}
.save-point-tools button:hover:not(:disabled),
.save-point-confirm button:hover:not(:disabled) {
color: var(--accent-bright);
border-color: var(--border-bright);
}
.save-point-tools button.danger:hover:not(:disabled),
.save-point-confirm button.danger:hover:not(:disabled) {
color: var(--danger);
border-color: var(--danger);
}
.save-point-tools button:disabled,
.save-point-confirm button:disabled { opacity: 0.4; cursor: default; }
.save-point-confirm span {
font-size: 0.74rem;
color: var(--text-dim);
line-height: 1.5;
flex-basis: 100%;
}
.action-edit { margin-bottom: 14px; } .action-edit { margin-bottom: 14px; }
/* Sized by AutoTextarea to fit the text being edited — an AI beat is usually /* Sized by AutoTextarea to fit the text being edited — an AI beat is usually
several paragraphs, and the old fixed 110px turned that into a keyhole. several paragraphs, and the old fixed 110px turned that into a keyhole.
-122
View File
@@ -1,122 +0,0 @@
# AI D&D — Local AI Dungeon Clone: Plan Overview
> **[STATUS.md](STATUS.md) — where things stand and what to pick up next.** Read that
> first; this file is the shape of the project, not its current state.
A locally hosted web app replicating AI Dungeon's core experience: scenarios, adventures,
AI-driven storytelling, AI Dungeon-style memory/context management, JavaScript scripting
(compatible with real AI Dungeon scripts), and full transparency into what is sent to the AI.
## Confirmed decisions
| Area | Decision |
|---|---|
| Backend | Python — FastAPI + SQLAlchemy + SQLite (single-user, local) |
| Frontend | React SPA (Vite), dark AI Dungeon-like theme |
| AI provider | Provider-agnostic adapter layer; first adapter: **OpenAI-compatible** (`/v1/chat/completions`) — covers Ollama, LM Studio, OpenAI, OpenRouter, vLLM, Groq. Endpoint URL, API key, model name all configurable at runtime. |
| Scripting | **JavaScript, AI Dungeon-compatible** (`onInput` / `onModelContext` / `onOutput` modifiers, shared `state`, `worldEntries` API) via an embedded JS engine (quickjs / py-mini-racer). Real AI Dungeon scripts should import and run. |
| Import/export | AI Dungeon-compatible formats for scripts and scenarios; JSON export/import for everything. |
## Architecture at a glance
```
frontend/ React + Vite SPA ──HTTP/SSE──► backend/ FastAPI
├─ routers/ (scenarios, adventures, actions, scripts, settings, insights)
├─ models/ (SQLAlchemy: Scenario, Adventure, Action, StoryCard, Script, Settings)
├─ context/ (prompt assembly: memory, author's note, world info, history budget)
├─ scripting/ (JS sandbox, AI Dungeon API surface, per-adventure state)
├─ providers/ (base adapter + openai_compatible.py; streaming)
└─ data.db (SQLite)
```
## Core domain model
- **Scenario** — template: title, description, opening prompt (with `${placeholders}`), memory,
author's note, story cards (world info), attached scripts, tags.
- **Adventure** — a playthrough created from a scenario (or blank). Owns its own copy of memory,
author's note, story cards, script state, and the action list.
- **Action** — one entry in the story: type (`do` / `say` / `story` / `continue` / AI output),
text, timestamp, plus the **context snapshot** (exact prompt sent to the AI) for Insights.
- **Story Card / World Info** — keys (comma-separated keywords), entry text, optional type/notes.
Injected into context only when a key matches recent story text.
- **Script** — JS source per hook (input / context / output modifier), attachable to scenarios;
copied into adventures with persistent `state`.
## The turn pipeline (heart of the app)
```
player input
→ onInput script modifier
→ store player action
→ assemble context: [AI instructions] + [plot essentials] + [story summary]
+ [triggered story cards ("World Lore:")] + [story history, token-budgeted]
+ [author's note inserted N lines from the end] + [player action]
→ onModelContext script modifier
→ snapshot context (Insights)
→ provider adapter → AI (streamed)
→ onOutput script modifier
→ store AI action → render
```
## Phases
1. **[Phase 1 — Foundation](01-phase-foundation.md)**: repo scaffold, FastAPI + SQLite models,
React shell, scenario/adventure CRUD, settings (endpoint config).
2. **[Phase 2 — Play loop + AI](02-phase-play-loop.md)**: provider adapter with streaming,
Do/Say/Story/Continue, Retry/Undo/Edit, the adventure play screen.
3. **[Phase 3 — Context engine + Insights](03-phase-context-insights.md)**: memory, author's note,
story cards with keyword triggering, token budgeting, per-turn prompt snapshots + Insights UI.
4. **[Phase 4 — Scripting](04-phase-scripting.md)**: embedded JS sandbox, AI Dungeon scripting API,
script editor, script + scenario import/export (AI Dungeon-compatible).
5. **[Phase 5 — Polish](05-phase-polish.md)**: AI Dungeon-like theming pass, placeholders on
scenario start, adventure export/import, quality-of-life and hardening.
6. **[Phase 6 — Auto Summarization + Memory Bank](06-phase-memory-bank.md)** *(optional)*:
modern AI Dungeon memory system — AI-generated memories every 6 actions, Story Summary every
15, embedding-based retrieval of relevant memories into context.
Each phase ends with the app runnable and testable end-to-end.
## Public release (phases 7–10)
Goal: public GitHub repo + hosted multi-user deployment, linkable from resume/website.
| Area | Decision |
|---|---|
| License | MIT |
| Auth | Email + password, **optional** — guest sessions play instantly, register to keep data |
| Signup | Open (rate-limited) |
| LLM keys | BYOK per user + shared server-funded demo key (capped, details TBD in Phase 8) |
| Database (hosted) | **TBD — ask at start of Phase 9** (SQLite-on-disk vs Postgres) |
| Hosting | Render (tier TBD in Phase 10) |
| Domain | Platform URL (custom domain later, optional) |
| README media | Deferred — text-only first, screenshots/GIF in a later pass |
Open questions are recorded at the top of each phase file under "Ask before implementing".
7. **[Phase 7 — Public repo & portability](07-phase-public-repo.md)**: MIT license, portfolio
README, Dockerfile + compose, cross-platform run instructions, publish to GitHub.
8. **[Phase 8 — Optional accounts & multi-user](08-phase-accounts.md)** *(the big one)*:
guest-first sessions, optional email+password upgrade, per-user data scoping across all
routers/tables, per-user encrypted BYOK settings, shared demo key with caps.
9. **[Phase 9 — Production hardening](09-phase-hardening.md)**: env-var config, quickjs
time/memory limits, rate limiting, size/row caps, locked-down debug surface, production
serving, database decision.
10. **[Phase 10 — Deploy & publish](10-phase-deploy.md)**: Render blueprint + deploy, seeded
demo scenarios, live smoke test, resume/website links and blurb.
## Post-launch
- **[State revert + retry fix](11-state-revert-and-retry-fix.md)**: undo/retry roll the shared
`script_state` back; per-action `state_before` snapshots; undo concurrency lock.
- **[Phase 12 — RPG world state](12-phase-rpg-world-state.md)**: structured world/player/NPC stats
+ milestones per scenario (`stat_schema`); the AI proposes deltas, a Python engine clamps them
(min/max, per-turn cap, cooldown, sticky milestones); band descriptions keep the model honest;
World State drawer + Insights delta report; reuses the Phase 11 undo/retry snapshot.
- **[Memory-bank embedding cost](13-memory-embedding-cost.md)** *(round three of the egress
work)*: a turn fetched the whole memory bank's vectors to pick five — 96% of everything it
read. Packed float32 + an in-process cache + SQL-side filtering; a played turn went 6.4 MB
to 123 kB. Includes the byte-meter harness (`backend/tools/`). One step left, see STATUS.
- **[Phase 14 — Story tree](14-phase-story-tree.md)** *(designed, not started)*: the linear
action list becomes a branching tree, so a retry is a sibling rather than a rewrite and both
paths survive. The real argument is bug elimination — seven bug classes trace to "the story
is a mutable list" and all disappear when nothing is rewritten in place.
-38
View File
@@ -1,38 +0,0 @@
# Phase 1 — Foundation
**Goal:** runnable skeleton — backend serving a database-backed API, frontend shell with
navigation, scenario & adventure CRUD, and a settings page for the AI endpoint. No AI calls yet.
## Backend
- [x] Project scaffold: `backend/` with FastAPI app, uvicorn entrypoint, `requirements.txt`
(fastapi, uvicorn, sqlalchemy, pydantic, httpx, tiktoken; quickjs deferred to phase 4).
- [x] SQLite via SQLAlchemy; auto-create `data.db` on first run.
- [x] Models:
- `Scenario`: id, title, description, prompt, memory, authors_note, tags, created/updated.
- `StoryCard`: id, owner (scenario or adventure), keys, entry, type, title, description.
- `Adventure`: id, scenario_id (nullable), title, memory, authors_note, script_state (JSON),
created/updated.
- `Action`: id, adventure_id, index, type (`do|say|story|continue|ai|start`), text,
context_snapshot (JSON, nullable), created.
- `Script`: id, name, description, input_js, context_js, output_js, library_js.
- `Settings`: single row — endpoint_url, api_key, model, temperature, max_output_tokens,
context_token_budget, api_mode (`chat|completion`).
- [x] Routers: CRUD for scenarios, adventures (+ create-from-scenario copying memory/AN/cards),
story cards, settings. Consistent JSON errors.
- [x] CORS for the Vite dev server; production mode serves built frontend as static files.
## Frontend
- [x] Vite + React scaffold in `frontend/`; router with pages: Home (adventure list),
Scenarios (list + editor), Play (placeholder), Settings.
- [x] Dark base theme (AI Dungeon-like: near-black background, serif story font, gold/teal accent).
- [x] Scenario editor: title, description, prompt, memory, author's note, story card list editor.
- [x] Settings page: endpoint URL, API key, model name, sampling params; "Test connection" button
(backend proxies a trivial request — wired for real in Phase 2, stub now).
- [x] "New adventure" flow: pick scenario (or blank) → creates adventure → navigates to Play page.
## Exit criteria
Run `uvicorn` + `npm run dev`, create/edit/delete scenarios with story cards, start an adventure
from one, see it listed on Home, and save endpoint settings — all persisted across restarts.
-45
View File
@@ -1,45 +0,0 @@
# Phase 2 — Play loop + AI provider
**Goal:** the core game is playable. Player acts, AI continues the story, streamed live.
## Provider adapter layer
- [x] `providers/base.py`: abstract `Provider` — `generate(prompt_parts, params) -> async stream of text`.
Takes an assembled context object (system text + story text), so providers decide how to
map it to their wire format.
- [x] `providers/openai_compatible.py`:
- Chat mode: system message carries instructions/memory; story history flows in as
user/assistant text continuation framing suited to a chat endpoint. A configurable
"narrator" system prompt frames the AI as a second-person storyteller continuing the text.
- Streaming via SSE from the endpoint, re-streamed to the browser.
- Optional raw completion mode (`/v1/completions`) for pure-continuation models.
- [x] Errors surfaced cleanly (bad key, connection refused, model not found) with retry affordance.
- [x] "Test connection" on Settings now real.
## Turn engine (`POST /adventures/{id}/actions`)
- [x] Input formatting per AI Dungeon conventions:
- **Do** → `> You <text>` (normalized to second person, stripped punctuation as needed)
- **Say** → `> You say "<text>"`
- **Story** → raw text appended
- **Continue** → no player text; AI just continues
- [x] Simple context for this phase: opening prompt + full history, truncated from the top to the
token budget (tiktoken count). Real context engine lands in Phase 3.
- [x] Response streamed to the client via SSE; final text stored as an `ai` action.
- [x] **Retry**: delete last AI action, regenerate with same input.
- [x] **Undo/Erase**: delete last action pair (player + AI) or single action.
- [x] **Edit**: PATCH any action's text in place.
## Play UI
- [x] Story view: continuous prose (not chat bubbles), player actions styled distinctly
(`>` prefix, accent color), auto-scroll, streaming text renders token-by-token.
- [x] Input bar with mode selector (Do / Say / Story) + Continue button; Enter to send.
- [x] Per-turn controls: Retry, Undo, Edit (inline contenteditable or textarea swap).
- [x] Loading/streaming state, error toast with retry.
## Exit criteria
Point Settings at any OpenAI-compatible endpoint (e.g. Ollama or LM Studio locally), start an
adventure, and play a multi-turn story with all four input modes plus retry/undo/edit, with
streaming output.
-62
View File
@@ -1,62 +0,0 @@
# Phase 3 — Context engine + Insights
**Goal:** AI Dungeon-grade context management, and full visibility into every prompt.
## Context assembly (`context/builder.py`)
Assembles the prompt each turn from AI Dungeon's **plot components**
(per help.aidungeon.com/faq/the-memory-system):
```
[AI Instructions] ← behavioral guidance for the model (always included)
[Plot Essentials] ← key facts for constant recall — the classic "Memory" (always)
[Story Summary] ← running summary slot; manual in this phase, auto in Phase 6
[Triggered Story Cards] ← "World Lore: <entry>" for each triggered card (conditional)
[Story history] ← as many recent actions as fit the token budget
[Author's Note] ← injected N lines (default 3) before the end of history
[Latest player action] ← (+ script frontMemory right after it, Phase 4)
```
- [x] **AI Instructions / Plot Essentials / Story Summary / Author's Note**: adventure-level
free-text fields, always included, editable mid-adventure from the side panel.
- [x] **Story cards** — five fields per official docs: **Type** (organizational, not sent to AI),
**Name** (not sent to AI), **Entry** (sent when triggered), **Triggers**, **Notes** (not sent).
- Triggers: comma-separated words/phrases; **case-insensitive but space-sensitive**;
**partial-word matching** (`boat` triggers on `boats`); matched against both player input
and AI output in the recent-story window.
- Not instant: a card triggered mid-response only enters context on the *next* turn; once
triggered, stays active while the triggering text remains in the context window.
- Triggered entries injected once each, prefixed `World Lore:`; story cards are the **first
component dropped** when context is full.
- Editable per-adventure (copied from scenario at creation). Soft-cap sanity limit (AI Dungeon
allows 5,000/adventure).
- [x] **Author's Note**: inserted near the end (strongest steering position), formatted
`[Author's note: <text>]`.
- [x] **Token budgeting** with tiktoken: always-included components (AI Instructions, Plot
Essentials, Story Summary, Author's Note) reserved first; story cards get a capped share
and are dropped first when over budget; remainder goes to story history (newest first).
Budget = `context_token_budget` setting.
- [x] Slots for script-provided memory overrides (Phase 4): `state.memory.context` (prepended),
`state.memory.authorsNote` (replaces/augments author's note), `state.memory.frontMemory`
(inserted immediately after the latest player action).
- [x] Builder returns a structured `ContextReport`: ordered sections, each with source label,
text, token count; plus totals and a list of triggered cards (and which keyword fired).
## Insights
- [x] Every AI turn stores its `ContextReport` on the `Action` row (`context_snapshot`).
- [x] `GET /adventures/{id}/actions/{id}/context` returns it.
- [x] **Insights panel** in Play UI (drawer/tab):
- Exact final prompt text as sent, sectioned and color-coded (memory / world info / history /
author's note / input), with per-section token counts and total vs budget.
- Which story cards triggered and on which keyword; which history got cut off.
- Viewable for the *upcoming* turn (dry-run endpoint: "what would be sent now") and for any
past AI action.
- [x] Adventure side panel: edit memory, author's note, story cards mid-game (AI Dungeon's
right-hand panel equivalent).
## Exit criteria
Create a card with key `dragon`; mention a dragon in play and see the card enter the context in
the Insights panel (and influence the AI); verify memory and author's note appear in the snapshot
in the right positions; long adventures visibly trim oldest history within budget.
-84
View File
@@ -1,84 +0,0 @@
# Phase 4 — Scripting (AI Dungeon-compatible JavaScript)
**Goal:** real AI Dungeon scripts import and run: the three modifier hooks, persistent `state`,
and the scripting API surface.
## JS runtime
- [x] Embed a JS engine in Python: **quickjs** (preferred; check Windows wheel availability at
implementation time; fallback: py-mini-racer, or Node subprocess as last resort).
- [x] Sandbox matching AI Dungeon's documented limits: each hook runs **isolated**, **16 MB
memory cap**, **2-second timeout**; no filesystem/network/process access; script errors
captured and surfaced in the UI, never crash a turn.
## AI Dungeon scripting model (compatibility target)
*(Per official docs: help.aidungeon.com/faq/how-do-i-write-scripts-and-use-scripting)*
Three lifecycle hooks — `onInput`, `onModelContext`, `onOutput`. Each script defines a modifier
and **must call it as its last line**:
```javascript
const modifier = (text) => {
// script logic
return { text, stop }
}
modifier(text)
```
- **onInput** — modifies player input before context construction.
- **onModelContext** — modifies the assembled text sent to the model.
- **onOutput** — modifies the model output before it is shown/stored.
- **Shared Library** — code prepended to all three slots.
Return contract:
- [x] `{ text, stop }`; `stop: true` from onInput prevents the AI call.
- [x] Empty-string `text` from onInput/onOutput → user-facing error (replicate this behavior).
Globals provided (exact names from docs):
- [x] `text` — hook input (player input / context / AI response respectively).
- [x] `state` — persisted per adventure across turns (`Adventure.script_state`); includes
`state.memory`, `state.message` (shown as a UI notice), `state.placeholders`.
- [x] `state.memory` slots: `context` (prepended to context), `authorsNote` (near end, before
latest response), `frontMemory` (inserted right after the player's input).
- [x] `history` — array of recent actions: `{ text, rawText, type }`.
- [x] `storyCards` — array of `{ id, keys, entry, type }`, backed by the adventure's story cards.
- [x] Story card functions: `addStoryCard(keys, entry, type)` → index (or `false` on duplicate),
`updateStoryCard(index, keys, entry, type)` and `removeStoryCard(index)` → throw if absent.
- [x] Legacy aliases for older scripts: `worldInfo` / `worldEntries`, `addWorldEntry`,
`updateWorldEntry`, `removeWorldEntry` mapped onto the storyCards implementation.
- [x] `info` — `{ actionCount, characterNames, memoryLength, maxChars }`.
- [x] `log(message)` / `console.log` — captured per turn, shown in a script log panel.
## Pipeline integration
```
player input → INPUT modifier → format & store
context build → CONTEXT modifier → (snapshot includes pre- and post-script versions in Insights)
AI response → OUTPUT modifier → store & render
```
- [x] Insights (Phase 3) extended: show context before vs after the context modifier (diff view),
and script log output per turn.
## Script management UI
- [x] Scripts page: create/edit scripts with a code editor (CodeMirror), one tab per slot
(Library / Input / Context / Output), description field.
- [x] Attach scripts to scenarios; adventures inherit at creation. Enable/disable per adventure.
- [x] Test-run a script against sample text without an AI call.
## Import / Export
- [x] **Scripts**: export/import as JSON bundle `{ name, library, input, context, output }` and
as raw `.js` files per slot (matching how AI Dungeon scripts circulate — paste or file).
- [x] **Scenarios**: export/import JSON including prompt, memory, author's note, story cards,
and attached scripts. Accept AI Dungeon scenario export JSON where format is known;
map fields best-effort and report anything unmapped.
## Exit criteria
Paste a real AI Dungeon script (e.g. a simple input modifier + state counter + world entry
manipulation) and it runs unmodified across turns; state persists; export a scenario with scripts,
re-import it into a fresh database, and play it.
-38
View File
@@ -1,38 +0,0 @@
# Phase 5 — Polish & quality of life
**Goal:** the app feels like AI Dungeon — cohesive dark UI, smooth flows, safe data handling.
## UI/UX pass
- [x] Theming: refined dark palette, serif story typography, subtle textures/gradients à la
AI Dungeon; consistent buttons, panels, modals; responsive layout.
- [x] Home: adventure cards with scenario name, last-played time, action count; search/filter;
scenario gallery with tags.
- [x] Play screen: collapsible right side panel (Memory / Cards / Scripts / Insights tabs),
keyboard shortcuts (Enter send, Ctrl+Z undo, Ctrl+R retry), smooth streaming autoscroll
that pauses when the user scrolls up.
- [x] Scenario **placeholders**: `${Character name}` style variables in prompt/memory prompt the
player for values when starting an adventure (AI Dungeon behavior).
## Data & robustness
- [x] Adventure export/import (full JSON: actions, memory, cards, script state) — backup/share.
- [x] Delete confirmations (trash/soft-delete skipped — plain confirm dialogs).
- [x] SQLite migrations story (versioned schema bootstrap via PRAGMA user_version —
`backend/app/migrations.py`).
- [x] Request logging + a debug page tailing recent provider requests/responses (bodies redacted
of API key) — "Recent AI requests" on the Settings page.
- [x] Graceful handling: provider timeout/cancel (stop generation button), concurrent turn lock
per adventure.
## Nice-to-haves (only if time/interest)
- [ ] Multiple provider profiles with quick switching (e.g. local Ollama vs OpenRouter).
- [ ] Per-scenario generation params overriding global settings.
- [ ] Retry with "give me something different" (temperature bump / anti-repeat nudge).
- [ ] Basic light theme toggle.
## Exit criteria
A friend could sit down at `localhost`, start a scenario with placeholders, play comfortably,
peek at Insights, and you can back up / restore everything via export files.
-47
View File
@@ -1,47 +0,0 @@
# Phase 6 — Auto Summarization + Memory Bank (optional)
**Goal:** replicate modern AI Dungeon's Memory System (per
help.aidungeon.com/faq/the-memory-system): AI-generated memories, a running Story Summary, and
embedding-based retrieval. This phase makes extra AI calls (summarization + embeddings), so it is
opt-in per adventure and gated on the endpoint supporting it.
## Auto Summarization
- [x] **Memories**: every 6 actions (starting at action 12), summarize that block of
player actions + AI responses into a short "memory" via a background AI call
(same provider, cheap/configurable model override).
- [x] **Story Summary**: every 15 actions, update the Story Summary plot component — a running
overview of the plot — folding in recent memories; compress it when it grows too long.
- [x] Story Summary stays **manually editable**; user edits inform future updates
(they are the base text for the next summarization pass) but are never overwritten silently.
- [x] Summarization failures are non-fatal: log, retry next interval.
(Failed calls appear on the debug page; cursors only advance on success, so the
next turn retries. Implementation: `backend/app/memorybank.py`.)
## Memory Bank
- [x] Store each memory with an **embedding vector** (OpenAI-compatible `/v1/embeddings`;
embedding model configurable in Settings; feature disabled if unavailable).
- [x] Each turn, embed the recent story text and rank memories by cosine similarity;
inject the top-K "Used Memories" into context as their own component
(between Story Summary and story cards in the layout). Pinned memories are always
included; top-K is a setting (default 5).
- [x] Configurable bank capacity (AI Dungeon tiers: 25–400; ours: a setting, default 200);
when full, evict least-recently-used/least-retrieved memories ("Forgotten Memories").
- [x] SQLite storage for vectors (JSON blob + in-memory cosine ranking — pure Python,
no numpy needed at this scale).
## UI
- [x] Memory Bank panel: list memories (used / idle / forgotten), edit or delete, pin favorites,
see which memories were retrieved for a given turn (🔍 on an AI action → Insights snapshot).
- [x] Insights integration: retrieved memories shown as a context section with similarity scores.
- [x] Adventure settings: toggle auto-summarization / memory bank (per adventure, in the Memory
panel); summary + embedding models are chosen globally in Settings (deliberate
simplification — one endpoint config for the whole app).
## Exit criteria
Play a 40+ action adventure: memories appear every 6 actions, the Story Summary updates every 15,
an early-game fact that scrolled out of the raw history gets retrieved via the Memory Bank when it
becomes relevant again, and Insights shows exactly which memories were injected and why.
-62
View File
@@ -1,62 +0,0 @@
# Phase 7 — Public repo & portability
**Goal:** make the repo public-worthy and runnable by anyone on any OS, so the GitHub link is
immediately usable on a resume — before any hosted-deployment work.
## Decisions (confirmed)
| Question | Answer |
|---|---|
| License | **MIT** |
| README media (screenshots/GIF) | **Skip for now** — text-only README; visuals in a later pass |
**Repo name (decided): `AI-DnD`.** Ask before publishing: whether the existing commit
history/messages are fine to publish as-is.
## Repo hygiene
- [x] Add `LICENSE` (MIT, current year, Parth Thakkar).
- [x] Verify no secrets or user data are tracked (`openrouter_key.env`, `data.db` — already
gitignored and never committed; re-verify before push).
- [x] Add `backend/.env.example` documenting every env var the app reads (grows in Phase 9).
(Currently just `AIDND_DB_PATH`, added to `database.py` for Docker/hosted volumes.)
- [x] Decide what to do with `CODE_REVIEW_FINDINGS.md` and `plan/` — keep (shows process, good
for a portfolio) — just give them a one-line mention in the README.
## README rewrite (portfolio-grade, text-only)
- [x] Pitch paragraph: what it is, what makes it interesting (AI Dungeon-compatible scripting,
memory bank with embeddings, full prompt transparency/Insights, provider-agnostic).
- [x] Feature list with pointers into the code (scripting engine, context builder, memory bank).
- [x] Architecture diagram (reuse/refresh the one in `plan/00-OVERVIEW.md`).
- [x] Setup instructions for **Windows (start.ps1), macOS/Linux (manual), and Docker**.
- [x] "Bring your own model" section: Ollama / LM Studio / OpenRouter free models — emphasize it
runs fully free.
- [x] Placeholder section for screenshots/GIF (added in a later pass).
## Docker (one-command run for non-Windows users)
- [x] `Dockerfile`: multi-stage — build frontend (`npm run build`), then Python image serving
FastAPI with the built SPA mounted (SPA fallback already exists in `app/main.py`).
(3 stages: node build → pip wheel build with gcc for quickjs → slim runtime.)
- [x] `docker-compose.yml`: single service, named volume mounted at `/data`
(`AIDND_DB_PATH=/data/data.db`), port mapping.
- [x] `start.sh` for macOS/Linux dev parity with `start.ps1` (optional, nice-to-have).
- [x] Test: `docker compose up` from a clean clone → app works at `http://localhost:8000`.
Done 2026-07-06 in WSL2 Ubuntu (Docker Engine installed there for this): health + SPA +
deep links 200, scenario created via API survives a full `compose down`/`up` (named
volume). Two real bugs found and fixed: package-lock.json was missing top-level
`@emnapi/*` entries (regenerated with npm 11.18) and the build image needed node 24 to
match the npm-11 lockfile. Note: from Windows, reach a WSL-hosted container via the WSL
IP (`hostname -I`) — localhost forwarding didn't apply; irrelevant on normal hosts.
## Publish
- [ ] Create public GitHub repo (`gh repo create`), push `main`.
- [ ] Add repo description, topics (`ai-dungeon`, `fastapi`, `react`, `llm`, `interactive-fiction`).
- [ ] Confirm the GitHub rendering of README looks right.
## Exit criteria
A stranger on macOS with Docker installed can clone the repo, run one command, open the app,
paste an OpenRouter free-tier key, and play an adventure — without asking you anything.
-81
View File
@@ -1,81 +0,0 @@
# Phase 8 — Optional accounts & multi-user ✅ (implemented 2026-07-06, branch `phase-8-accounts`)
**Goal:** turn the single-user app into a multi-user one where **accounts are optional**:
a visitor can start playing instantly as a guest, and can register (email + password) at any
point to keep their adventures across devices/browsers. This is the largest phase — it touches
every router and most tables.
## Decisions (confirmed)
| Question | Answer |
|---|---|
| Auth method | **Email + password, optional** — guest sessions work without an account |
| Signup policy | **Open signup** (rate-limited) |
| LLM API keys | **BYOK + shared demo key** — users can paste their own key; users without one get limited turns on a server-funded key |
| Demo key funding | **OpenRouter free models** (owner's key, `:free` whitelist; default `google/gemma-4-26b-a4b-it:free`) |
| Demo turn cap | **20 successful turns/user/day** (failed provider calls don't count) |
| Guest data retention | **Never delete** for v1 (no cleanup job; revisit if the DB grows) |
| Password reset | **Skipped for v1** (no email provider; forgotten password = lost account) |
| Login with an active guest session | Guest is **abandoned**, not merged (its data stays under the guest user) |
| Memory bank on demo key | **Disabled** (no background AI calls on the server-funded key; visible note in the Memory panel/Insights) |
## Data model
- [x] `User` table: id, email (nullable — null means guest), password_hash (nullable),
created_at, last_seen_at, is_guest flag, demo_turns_used + demo_turns_date.
- [x] `user_id` FK on `Adventure`, `Scenario`, `Script`, `Settings`. Story cards/actions/
memories inherit scope via their parent (ownership checks resolve the parent).
- [x] Settings **per-user** (row per user_id, unique index). API key **encrypted at rest**
(Fernet; key derived from `AIDND_SECRET_KEY` or auto-generated `secret.key` next to the
DB). Key is write-only through the API (`has_api_key` instead of echoing it).
- [x] Migrations 13–23: create "local user" id=1, assign all existing rows to it, unique
index on settings.user_id; plus a Python bootstrap step that encrypts any plaintext
api_key (`enc:` prefix marks encrypted values).
- [x] Demo/starter scenarios: `user_id NULL` + `is_public` — everyone sees them read-only;
`seed_demo.py` seeds the Sunken Crypt scenario as public (its scripts are unowned and
ship with it; the sample adventure belongs to the local user).
## Auth & sessions
- [x] Guest flow: `GET /api/auth/me` with no/invalid cookie → creates guest User + signed
long-lived httpOnly cookie (HMAC, `security.py`). Other endpoints 401 without a session;
the frontend re-establishes via /me and retries once. No signup wall anywhere.
- [x] Register upgrades the guest **in place** (same user_id — data kept). scrypt password
hashing (stdlib, no extra dep).
- [x] Login switches the session cookie to the account (guest abandoned). Logout clears it.
- [x] Every router handler resolves `current_user`; every query filtered by user_id
(scenarios/adventures/scripts/story-cards/settings; debug log is local-mode only since
it's a global buffer).
- [x] Rate limit on register/login: 10 attempts / 5 min per IP (in-memory).
- [x] Local/self-hosted mode stays frictionless: auto-created local user, no login UI unless
`AIDND_MULTI_USER=1`. Local installs and docker compose behave exactly as before.
## Shared demo key (BYOK fallback)
- [x] Env vars: `AIDND_DEMO_API_KEY`, `AIDND_DEMO_ENDPOINT_URL` (default OpenRouter),
`AIDND_DEMO_MODELS` (comma whitelist), `AIDND_DEMO_TURNS_PER_DAY` (default 20).
Demo only activates in multi-user mode.
- [x] No API key configured → demo endpoint/key/whitelisted model; per-user per-day counter;
429 with a friendly "add your own key in Settings" message when capped (checked before
the turn starts so no orphaned player action).
- [x] Memory bank + auto-summarization disabled on demo turns (decided: disable, not count).
## Frontend
- [x] Auth UI: Sign up / Log in modal (register default, toggle to login), "Playing as guest —
sign up to keep your adventures" nudge in the header, account email + logout when
registered. All hidden in local mode (`multi_user:false` from /me).
- [x] `api.js`: 401 → GET /auth/me (new guest session) → retry once, for both JSON and SSE.
- [x] Settings: demo banner ("Using the shared demo key — N of M free turns left today"),
write-only API key field with Remove button, debug log hidden in multi-user mode.
- [x] Public scenarios: "demo ✦" badge in the list; read-only editor (fieldset-disabled) with
an explainer banner; Play/Export still available.
## Exit criteria — verified 2026-07-06
Two sessions (curl cookie jars + Chrome UI): each guest gets an isolated world; register
mid-session keeps all data (same user id); logging in from the second session shows the same
account data; duplicate email → 409; wrong password → 401; rate limiter kicks in. Demo cap
returns 429 at 0 turns left. Migration tested on a copy of the real data.db (rows adopted by
local user, api_key Fernet-encrypted and decrypts back to the original). Live OpenRouter turn
through the encrypted-key path works in local mode. `vite build` + oxlint clean.
-93
View File
@@ -1,93 +0,0 @@
# Phase 9 — Production hardening
**Goal:** make the app safe and stable to expose to strangers on the internet: config via
environment, resource limits on everything user-controlled, and a single-service production
build.
## Decisions
| Question | Answer |
|---|---|
| Database | **Decide at start of this phase.** SQLite on a persistent disk (zero code change, but Render disks require the ~$7/mo starter tier) vs Postgres (free/cheap managed options, better resume talking point, needs SQLAlchemy URL + migration tweaks). Revisit with current Render pricing. |
**Ask before implementing:** the database choice above, and target monthly budget (drives
Render tier: free tier sleeps after idle + has no persistent disk).
## Configuration
- [ ] All config via env vars with sane local defaults: `DATABASE_URL`, `SECRET_KEY`
(sessions + API-key encryption), `MULTI_USER`, `CORS_ORIGINS`, demo-key vars (Phase 8),
port/host. Document each in `backend/.env.example`.
- [ ] Fail fast on missing `SECRET_KEY` when `MULTI_USER=true`.
## Abuse & resource limits
- [ ] **quickjs limits**: per-execution time limit and memory limit on the scripting engine
(`scripting/engine.py`) — user-submitted JS must not be able to hang or OOM the server.
- [ ] Rate limiting on expensive endpoints (turn generation, script run, auth) — per-user and
per-IP (e.g. `slowapi`).
- [ ] Request size limits (script source length, memory/story-card text lengths, action text).
- [ ] Cap per-user row counts (adventures, scenarios, scripts, story cards) with friendly errors.
- [ ] Audit debug router (`routers/debug.py`) and `/docs`: admin-only or disabled when
`MULTI_USER=true` — debug log may contain other users' prompts.
## Production serving
- [ ] Single service: FastAPI serves the built SPA (fallback already exists) — verify the Docker
image from Phase 7 is production-ready (no `--reload`, multiple workers or async-safe
single worker; check SQLite + multiple workers interaction before choosing).
- [ ] CORS locked to the deployed origin (moot if same-origin single service — verify).
- [ ] Security headers middleware; cookies `Secure` + `SameSite`.
- [ ] Streaming (SSE) works behind Render's proxy — verify no buffering issues.
- [ ] Structured logging; scrub API keys from all logs and the debug page.
## Database (after decision)
- [ ] If Postgres: swap `DATABASE_URL`, verify JSON-blob columns (embeddings) and
`migrations.py` work; test full play loop.
- [ ] If SQLite-on-disk: confirm WAL mode + single-worker (or serialized writes) is acceptable.
- [ ] Backup story: platform DB backups (Postgres) or a scheduled dump of the disk (SQLite).
## Exit criteria
Running the production Docker image locally with `MULTI_USER=true`: a hostile user cannot hang
the server with a `while(true)` script, cannot see another user's data or the debug log, gets
rate-limited instead of burning the demo key, and the app streams turns normally the whole time.
### Verified 2026-07-07 (uvicorn, `MULTI_USER=1`, fresh SQLite DB, curl)
- **Fail-fast secret:** `import app.main` with `MULTI_USER=1` and no `AIDND_SECRET_KEY` raises
the RuntimeError as designed (won't boot).
- **`while(true)` script:** `POST /api/scripts/{id}/test` on an `input_js` infinite loop returns
`InternalError: interrupted` (engine time limit) — server stays responsive afterward.
- **Cross-user isolation:** guest B sees `[]` for scripts, gets 404 on guest A's script id;
guest A keeps its own row. No leakage.
- **Debug log:** `GET /api/debug/requests` → 403 in multi-user mode.
- **Rate limiting:** 12 rapid `POST /api/auth/register` → 429 after the 10th (auth scope, 10/300s).
- **Body size:** 3 MB body to `POST /api/scenarios` → 413 (limit 2 MB) via BodySizeLimitMiddleware.
- **Security headers:** CSP, `x-frame-options: DENY`, `x-content-type-options: nosniff`,
`referrer-policy: same-origin` on every response — including the SSE stream.
- **Docs disabled:** Swagger UI and OpenAPI schema not served (`/docs`, `/openapi.json` fall
through to the SPA `index.html`; no `swagger-ui`, no API schema exposed).
- **SSE streaming:** `POST /api/adventures/{id}/actions` streams `text/event-stream` with
`x-accel-buffering: no`, chunked, incremental events — the pure-ASGI middlewares don't buffer.
(No LLM key configured here, so it streams the "No model configured" error event; a *live*
provider turn through this path was verified end-to-end in Phase 8.)
All Phase 9 exit criteria met.
### Postgres path verified 2026-07-07 (real Neon, PostgreSQL 18.4)
Pointed the backend at a live Neon `DATABASE_URL` (pooled, `sslmode=require&channel_binding=require`):
- **Driver/URL:** `postgres://`/`postgresql://` normalized to `postgresql+psycopg://`; raw
psycopg3 connect succeeds.
- **Bootstrap:** fresh DB → `create_all` builds all 11 tables and stamps `schema_version = 23`
(= `LATEST_VERSION`); the SQLite-only migrations 2–23 are correctly skipped on a fresh DB.
- **Embedding column:** `memories.embedding` is Postgres `json`; a float list round-trips
intact (`[0.1, 0.2, 0.3, -0.4]` back as a `list`).
- **ORM CRUD:** user → scenario → adventure → memory create/read/delete with FK cascades works.
- **HTTP round-trip (multi-user, TestClient):** guest bootstrap → register → me → create
scenario → list → settings → delete, all 200/201/204 against Neon.
Remaining Phase 10 step: the Docker production image specifically (build + run the container).
-56
View File
@@ -1,56 +0,0 @@
# Phase 10 — Deploy & publish
**Goal:** the app live on Render at a public URL, linked from resume/website alongside the
GitHub repo.
## Decisions (confirmed)
| Question | Answer |
|---|---|
| Platform | **Render** |
| Domain | **Platform URL is fine** (e.g. `ai-dnd.onrender.com`); custom domain can be added later anytime |
**Ask before implementing:** Render tier (free-with-sleep vs ~$7/mo always-on — depends on the
Phase 9 database decision), and the exact service name (it becomes the public URL).
### Decisions (confirmed 2026-07-07)
| Question | Answer |
|---|---|
| Database | **Neon Postgres** (external managed; free tier has no persistent disk). Path fully verified against real Neon — see `plan/09-phase-hardening.md`. |
| Tier | **Free** (sleeps after ~15 min idle; ~30–60s first-wake). |
| Service name | `ai-dnd` (→ `ai-dnd.onrender.com`, adjustable in dashboard). |
| Region | `virginia` (us-east, matches Neon us-east-1). |
| Local Docker preflight | Skipped by choice — Render builds the same Dockerfile in the cloud; its build logs are the image test. |
## Deploy
- [x] `render.yaml` blueprint: web service from the Dockerfile, env vars (SECRET_KEY generated,
demo-key vars, `MULTI_USER=true`), `/api/health` health check, external Neon Postgres.
README gained a "Deploy (Render)" section.
- [ ] Set up the Render service, connect the GitHub repo, auto-deploy on push to `main`.
- [ ] Seed production with 2–3 good demo scenarios (public/starter scenarios from Phase 8) so
first-time visitors have something great to click immediately.
- [ ] Smoke test the live URL: guest play on demo key, register, BYOK flow, scripting, memory
bank, Insights — from a device/network that isn't yours.
- [ ] Free-tier note: if on free tier, first request after idle takes ~30–60s to wake — add a
friendly loading state or accept it (revisit tier if it feels bad).
## Post-launch guardrails
- [ ] Watch demo-key spend/usage for the first days (OpenRouter dashboard); confirm caps hold.
- [ ] Set up uptime monitoring (free: UptimeRobot or similar) — optional.
- [ ] Error visibility: Render logs are enough for v1; note how to pull them.
## Resume / website
- [ ] README: add the live-demo link + "Try it" section at the top.
- [ ] 2–3 sentence project blurb for resume/website (stack, the interesting hard parts:
AI Dungeon-compatible JS scripting sandbox, embedding-based memory bank, prompt
transparency, guest-first optional auth).
- [ ] Later pass (deferred from Phase 7): screenshots/demo GIF for README and website card.
## Exit criteria
A recruiter clicks one link on your resume, lands on the live app, plays three turns of a demo
scenario as a guest without configuring anything, and can find the GitHub repo from the page.
-81
View File
@@ -1,81 +0,0 @@
# Plan: undo/retry state revert (+ concurrency lock)
Fixes three linked issues around `script_state` (the shared per-adventure
"scoreboard" scripts write to) and undo/retry.
## Background
- `script_state` is one shared dict on `Adventure` (`models.py:90`), mutated in
exactly ONE place: `pipeline.py:89` (`self.adventure.script_state = state`).
- Today, undo (`adventures.py:445`) and retry (`:422`) delete *actions* but never
touch `script_state`, so state never rolls back.
## Issue 1 — retry double-applies state (pre-existing bug)
Retry deletes the last AI action and regenerates. The output hook already mutated
`script_state` on the first attempt; regenerating runs it again, stacking the change
(e.g. "add 10 gold" → 20 gold after one retry). Same root cause as undo not
reverting.
## Issue 4 — undo has no concurrency guard
Turns take `acquire_turn_lock` (`:189`); undo does not, so undo can race a turn
that is still streaming.
## Issue 2 — Memory Bank leftovers (smaller than expected)
`run_post_turn` already clamps `memory_cursor`/`summary_cursor` down to the current
action count (`memorybank.py:178-182`), so there is NO cursor stall. The only
remainder: a `Memory` created from a turn that was later undone stays behind, its
`source_start/source_end` now pointing past the end of the story.
---
## The fix
### 1. Snapshot state per turn (Issue 1 + enables undo revert)
- Add column `state_before: JSON nullable` to `Action` (`models.py`).
- Migration: append `(25, "ALTER TABLE actions ADD COLUMN state_before JSON")`
to `migrations.py`. `JSON` is valid on both SQLite and Postgres.
- In `run_player_turn` / `generate_turn`, when the FIRST action of a turn is
created, stash `copy.deepcopy(adventure.script_state)` onto it — captured
*before* any hook runs. (Player action for do/say/story; the AI action for a
bare `continue`.)
- Fix retry directly: before regenerating, restore
`adventure.script_state` from the deleted AI action's `state_before` so the
output hook starts from the pre-turn scoreboard instead of the mutated one.
### 2. Revert on undo (Issue depends on #1)
- In `undo_turn`, after deleting the popped actions, set
`adventure.script_state = <deleted player/first action>.state_before` (fall back
to `{}` if null, i.e. pre-migration turns), then commit.
- Only wire this into undo + retry — NOT the arbitrary
`delete_action` endpoint (`:830`); mid-history state revert is undefined.
### 3. Lock undo (Issue 4)
- Wrap `undo_turn` body in `acquire_turn_lock(adventure_id)` /
`_active_turns.discard(...)` in a `finally`. It's synchronous (not SSE), so no
`with_turn_lock` wrapper needed — just acquire and discard.
### 4. Clean up dangling memories (Issue 2, optional)
- In `undo_turn` after deleting actions, delete any `Memory` whose `source_start`
is >= the new story-action count (i.e. summarized a turn that no longer exists).
Cursors already self-heal, so this is polish, not correctness.
## Known limits (document, don't fix)
- Story cards a script created (`_apply_cards`, `pipeline.py:87`) are NOT reverted —
only text + script_state roll back.
- Pre-migration turns have `state_before = NULL` → undo falls back to `{}`.
- Demo turn cap is not refunded on undo (intentional).
## Test checklist
- Script that increments a counter: play → undo → counter back to prior value.
- Same script: play → retry → counter changes once, not twice.
- Undo during an active stream returns 409, doesn't corrupt state.
- Undo a turn old enough to have been summarized: no orphaned memory left.
-269
View File
@@ -1,269 +0,0 @@
# Phase 12 — RPG world state (AI-authored, engine-clamped)
**Goal:** each turn carries a structured **world state** — world stats (e.g. `day`),
player stats (`hp`, `mana`), per-NPC stats (`health`, `trust`, …) for the NPCs currently
in scene, and **milestones** (story-progress flags / quest objectives). After the player
acts, the AI reads the current state, narrates, and **proposes** state changes; the
engine **validates and clamps** them against a schema before storing. Stat meanings are
described in words (bands) so the model reasons semantically, not arithmetically.
This is deliberately the "AI owns mechanics, engine enforces limits" design — NOT a
deterministic dice engine. The AI proposes; Python is the referee.
## Design decisions (settled)
- **AI proposes, engine clamps.** The model never owns the numbers directly. It emits
a delta; the engine applies min/max, per-turn caps, and cooldowns server-side. The
AI cannot be trusted to obey its own frequency rules — the engine must.
- **Band descriptions are the reliability trick.** Stats carry word ranges
(`0–20: very weak`, `20–40: hurt`, …). The model reads "he's badly hurt" and adjusts
down, instead of doing math it's bad at.
- **Dedicated NPCs, each with its own stats.** NPCs are defined in a `npcs` section of
the schema, keyed by a stable id (`gwen`). Each has a `name`, `desc`, trigger `keys`,
and its **own** `stats` block (a dragon can have `ferocity`, a merchant `prices`) — no
forced shared template. On adventure creation each NPC auto-creates a story card (from
its name/keys/desc) so lore injection + in-scene detection keep working. Live values
live in `world_state["npc"]` keyed by the NPC id; only NPCs **in scene this turn** get
their stats injected into context. The AI addresses them as `npc.<id>.<stat>`.
- **Schema on the scenario, live values on the adventure.** The scenario is the
template (what stats exist, their bands + rules); the adventure holds current values.
- **Milestones are sticky story flags.** Predefined objectives the AI marks reached via
the same delta channel. Once reached they stay reached (revert only through the undo
snapshot). Injected as "Goals" (pending) so the AI drives toward them and "Achieved"
so it doesn't re-do them. Emergent/AI-invented milestones are out of scope for v1.
- **Flags are two-way booleans.** Separate from milestones: named on/off world/character
state (`has_key`, `disguised`, `alarm_raised`) the AI can flip either direction via
`"flags.<name>": true|false`. Have an `initial` value and a `desc`; no clamp/cooldown.
- **Stat guide (descriptions + band ranges).** A fixed, per-scenario legend injected each
turn, describing each stat's `desc` and its full band ladder (`0–20 very weak, …`) —
handled independently, so a stat may have a description, a range, both, or neither. This
is separate from the live values block (which still shows only the *current* band label),
giving the model the whole scale to reason across without bloating the per-turn line.
- **One-call turn.** The AI narrates AND appends a fenced state-delta block; the engine
parses it and strips it from the visible text. No second LLM call — matters on the
rate-limited free-tier demo (20 req/min). Parser is forgiving of messy JSON from
weaker free models.
- **Memory bank / multi-memory is untouched.** (Confirmed.)
- **Separate from `script_state`.** World state gets its own column so it never collides
with the scripting scoreboard, and reuses the same undo/retry snapshot pattern
(`Action.state_before`, see `plan/11`).
---
## Data model
### Schema definition — `Scenario.stat_schema` (JSON, nullable)
Migration `(26, "ALTER TABLE scenarios ADD COLUMN stat_schema JSON")`.
```jsonc
{
"world": {
"day": { "type": "counter", "min": 1, "initial": 1, "desc": "In-game day",
"max_delta_per_turn": 1, "cooldown": 0 }
},
"player": {
"hp": { "min": 0, "max": 100, "initial": 100, "max_delta_per_turn": 30,
"cooldown": 0, "bands": [[0,20,"very weak"],[20,40,"hurt"],
[40,60,"minor damage"],[60,90,"healthy"],[90,100,"full health"]] },
"mana": { "min": 0, "max": 50, "initial": 20, "max_delta_per_turn": 15 }
},
"npcs": { // each NPC has its OWN stats
"gwen": {
"name": "Gwen", "keys": "Gwen, ranger, her",
"desc": "A loyal ranger and the player's ally.",
"stats": {
"health": { "min": 0, "max": 100, "initial": 100, "bands": [...] },
"trust": { "min": -100, "max": 100, "initial": 20, "max_delta_per_turn": 20,
"bands": [[-100,-30,"hostile"],[-30,30,"wary"],[30,100,"ally"]] }
}
}
},
"flags": { // two-way on/off booleans
"has_key": { "desc": "Player holds the dungeon key", "initial": false },
"alarm_raised": { "desc": "The enemy is alerted", "initial": false }
},
"milestones": { // sticky story-progress flags
"rescue_gwen": { "desc": "Rescue Gwen from the bandits" },
"reach_capital": { "desc": "Arrive at the capital city" }
}
}
```
Per-stat rule fields (all optional, engine enforces):
- `min` / `max` — hard clamp.
- `initial` — value when first instantiated.
- `max_delta_per_turn` — largest absolute change allowed in one turn (extra is clamped).
- `cooldown` — minimum player actions between changes to this stat (0 = every turn).
- `bands` — `[lo, hi, label]` triples, used only to describe the value to the model.
- `type` — `"counter"` (monotonic, e.g. day) vs default numeric; counters reject
negative deltas.
Milestones carry only `desc` (the objective text). They are boolean and sticky — the
engine accepts a delta of `true` only, records the action index reached, and ignores
attempts to re-set or un-set (undo is the only way back).
Each NPC in `npcs` carries `name`, `desc`, trigger `keys`, and its own `stats` block
(same per-stat fields as above). All defined NPCs are instantiated up front; a story card
is auto-created per NPC on adventure creation (skipped if a card with that name already
exists) so descriptions inject as lore and in-scene detection works.
### Live values — `Adventure.world_state` (JSON, default `{}`)
Migration `(27, "ALTER TABLE adventures ADD COLUMN world_state JSON")`.
```jsonc
{
"world": { "day": 3 },
"player": { "hp": 55, "mana": 10 },
"npc": { "gwen": { "health": 80, "trust": 20 } }, // keyed by NPC id
"milestones": { "rescue_gwen": { "reached": true, "at": 7 } },
"_meta": { "last_changed": { "player.hp": 7, "npc.gwen.trust": 6 } } // action index
}
```
`_meta.last_changed` backs the `cooldown` rule. NPC blocks are instantiated up front from
each NPC's own `stats`.
### Undo/retry snapshot — `Action.world_state_before` (JSON, nullable)
Migration `(28, "ALTER TABLE actions ADD COLUMN world_state_before JSON")`.
Snapshotted and reverted exactly like `state_before` (Phase 11) — same call sites.
---
## Turn flow
```
player input → INPUT hook (existing)
context build → inject [World State] section (current values + band scale + emit-rule)
AI response → narration + trailing ```state { ...delta... } ``` block
→ parse delta → validate/clamp against schema → apply → strip block
→ snapshot world_state onto the action (undo)
```
### 1. Context injection (`context/builder.py`)
New always-on section `world_state`, placed with the system sections. Keep it **terse**
(competes with story history under the default context budget, raised to 16384 in Phase 12):
```
World state — day 3.
You: HP 55/100 (minor damage), Mana 10/50.
Gwen: health 80 (healthy), trust 20 (neutral).
Goals: Arrive at the capital city.
Achieved: Rescued Gwen from the bandits.
```
- Only inject NPC lines for cards **triggered this turn** — reuse `triggered` /
`card_records` already computed in `build_context` (`builder.py:120`). No extra work.
- Milestones: list unreached ones under `Goals` and reached ones under `Achieved`
(omit either line when empty). These are cheap and always included.
- Append the value's band label in parentheses so the model reads meaning, not just a
number.
- Append a compact **emit rule** (once, in the narrator/system text). Instruct the model
explicitly to:
- end its reply with a fenced `state` block **only when something actually changed**;
- **omit the block entirely** when nothing changed this turn (no empty `{}`);
- include **only the stats that changed** as deltas — never restate unchanged stats,
never send full/absolute values, e.g. `{"player.hp": -15, "npc.gwen.trust": +5}`.
This keeps the emitted block tiny (saves output tokens on the free tier) and means the
engine's clamp/cooldown logic only ever sees real changes.
### 2. Delta parse + validate (new `worldstate/` module)
New module `backend/app/worldstate/engine.py` (mirrors `scripting/` layout):
- `extract_delta(text) -> (clean_text, delta_dict)` — pull the trailing ```` ```state ````
block, tolerate missing/extra fences, trailing commas, `+N` numbers; return `{}` on
parse failure (never break the turn — same philosophy as a broken script).
- `apply_delta(adventure, delta, action_index) -> report` — for each `path: change`:
1. resolve `path` (`player.hp`, `world.day`, `npc.<npcId>.trust`,
`milestones.<id>`) against the schema; unknown paths ignored (logged).
2. **milestone path** → accept only `true`, set `{reached: true, at: action_index}`,
ignore if already reached; skip the numeric steps below.
3. lazily instantiate NPC stat block from template if missing.
4. reject if `cooldown` not elapsed (`action_index - _meta.last_changed[path] < cooldown`).
5. clamp change to `max_delta_per_turn`; counters reject negative.
6. apply, then clamp result to `[min, max]`.
7. record `_meta.last_changed[path] = action_index`.
- Returns a report (applied / clamped / rejected) for the Insights panel, like the
script report.
### 3. Wire into `generate_turn` (`routers/adventures.py:249`)
- Snapshot: `world_state_before = snapshot_world_state(adventure)` alongside the existing
`state_before` (`:271`).
- After the `output` hook and empty-text check (`:340`): `clean, delta =
extract_delta(text)`, `report = apply_delta(...)`, store `text = clean`, stash the
report into `snapshot["world_state"]`.
- Persist `world_state_before` onto the AI `Action` (`:341` block) and commit
`adventure.world_state`.
- Do this only when `scenario.stat_schema` is non-empty — zero overhead for plain
narrative adventures.
### 4. Undo / retry (`routers/adventures.py`)
Reuse the Phase 11 wiring verbatim, in parallel:
- retry (`:449`): also restore `adventure.world_state` from the deleted AI action's
`world_state_before`.
- undo (`:489`): also restore from the first removed action's `world_state_before`
(fall back to `{}`).
---
## UI
- **World State panel** (play view): render current `world_state` as a readable sheet —
world / player / per-NPC, with band label and a bar for `min..max` stats, plus a
**milestones checklist** (reached vs pending). Reuse the collapsible-tree styling from
the existing Play State drawer.
- **Insights**: show the parsed delta + apply/clamp/reject report per turn (next to the
script report already there).
- **Scenario editor**: a `stat_schema` editor. **v1 is a raw JSON editor** (CodeMirror,
reusing the script-slot editor setup) — settled, no form builder for now. A form-based
stat builder is a possible later nicety.
- Graceful when `stat_schema` is empty: panel + editor hidden, app behaves exactly as
today.
---
## Seed / demo
- New seeded demo scenario `seed_data/*.json` with a small `stat_schema` (player hp/mana,
`day`, one or two NPC story cards with health/trust) so the feature is visible on the
live demo without the player configuring anything. Keep it `:free`-model friendly.
- Extend `seed.py` idempotently (matches existing seeder contract).
---
## Exit criteria
Play the demo RPG scenario: the World State panel shows hp/mana/day, an NPC's trust, and
a milestones checklist; taking a fight action drops hp and the narration matches the new
band; a friendly action raises an NPC's trust; completing an objective marks its
milestone reached (and it stays reached); a change larger than `max_delta_per_turn` is
clamped; undo rolls every stat and milestone back to the prior turn; a plain (no-schema)
adventure is completely unaffected.
## Known limits (document, don't fix in v1)
- The AI can still narrate against the numbers occasionally; injected state + firm emit
rule reduces but won't eliminate it. No post-narration consistency check in v1.
- No dice / skill checks / combat resolution — this phase is stat tracking only. A
deterministic resolver is a possible Phase 13.
- NPC stats are keyed by the schema NPC id; editing a scenario's `npcs` between play
sessions can orphan a live `npc` entry (harmless, ignored on read).
- Cooldown/`max_delta_per_turn` are per-turn heuristics, not a full rules engine.
## Test checklist
- Schema with `max_delta_per_turn: 30`: a delta of `-50` applies as `-30`, clamps at `min`.
- `cooldown: 2` on a stat: two consecutive changes → second is rejected until 2 actions pass.
- Counter (`day`): a negative delta is rejected; `+1` advances.
- Milestone: `true` marks it reached with `at`; a second set is a no-op; `false` ignored.
- Each NPC instantiates its own stats at `initial`; `npc.<id>.<stat>` resolves per-NPC.
- Malformed / missing `state` block → turn still completes, delta `{}`, no crash.
- A turn where nothing changes emits no `state` block (and an empty `{}` is a no-op).
- Undo after a stat change restores the prior value; retry doesn't double-apply.
- Empty `stat_schema`: no World State section injected, no `world_state` writes.
-317
View File
@@ -1,317 +0,0 @@
# 13 — Memory-bank embedding cost (round three of the egress work)
**Goal:** stop every turn fetching the entire memory bank's embeddings. Measured at
**3,024 KB per turn** on adventure 25 against **129 KB** for everything else a turn
reads — the memory bank is ~96% of a turn's database traffic, and it is fetched fresh
every single turn to pick `memory_top_k = 5` memories.
Found 2026-08-16 while designing the story tree (see `14-phase-story-tree.md`), because
memory retrieval is the one read a tree **cannot** window — it is long-range recall by
design, so it always spans the full path. That makes this the cost floor of a turn under
the tree, which is why it lands first.
## The measurement (production, Neon SQL editor)
```sql
SELECT count(*), avg(json_array_length(embedding))::int,
avg(length(embedding::text))::int,
pg_size_pretty(sum(length(embedding::text))::bigint)
FROM memories WHERE embedding IS NOT NULL;
-- 134 memories | 1536 dims | 30,971 bytes each | 4,053 kB total
```
| adventure | active | fetched | per turn |
|---|---|---|---|
| 25 | 100 | 100 | **3,024 kB** |
| 21 | 18 | 18 | 545 kB |
| 12 | 12 | 12 | 363 kB |
| 20 | 4 | 4 | 121 kB |
Break-even against the rest of a turn is **4.2 memories**, i.e. about action 25. Every
adventure past that is dominated by this.
`active == fetched` everywhere: nothing has been evicted yet, so the Python-side
`forgotten` filter currently costs nothing. It becomes a real leak the moment eviction
starts.
## Why round two missed it
`retrieve_memories` needs `settings.embedding_model`, and embedding providers are
**BYOK-only by construction** — they never touch the demo key. So the public demo never
embeds anything, and the round-two stress harness (which had no embedding model
configured) measured the turn loop with its heaviest read switched off. The 23.0 MB
figure for a 200-action playthrough is the memory-bank-**off** number; with it on,
adventure 25 is closer to 300 MB.
**Rule going forward: any egress measurement must run with an embedding model set.**
## Root cause
`memorybank.py:208`
```python
candidates = [m for m in adventure.memories if not m.forgotten and m.embedding]
```
Walks the relationship, so every memory row for the adventure loads with its embedding.
`embedding` is `Mapped[list]` on a `JSON` column — 1536 floats serialised as text is
~31 KB. Cosine ranking happens in Python (a deliberate choice, documented at
`models.py:144`), so all of it must cross the wire. The comment sized it by **count**
("fine at a few hundred") rather than by **bytes**.
Not the same bug as migration 36/37 — the column is not a repeating group and there is
no denormalisation to fix. It is a *format* problem plus a *fetch-frequency* problem.
## Decisions (settled 2026-08-16)
- **Packed float32, keep 1536 dimensions.** 31 KB → 6 KB, a straight 5x, with **zero
retrieval-quality risk**. Explicitly rejected dropping to 512/768 dims: the size fix
plus the cache makes the extra 3x unnecessary, and it would have meant re-embedding.
- **No re-embedding.** Dimensions are unchanged, so the migration is a pure format
conversion of the 134 existing rows — read the JSON, write packed bytes, no API calls.
One-time 4 MB read.
- **In-process cache alongside the size fix**, not sequenced after it. Turns for one
adventure arrive back-to-back, so a dict keyed by adventure id takes steady-state cost
to ~0. 100 vectors as float32 is 600 KB of RAM — negligible.
- **`memory_bank_capacity` 200 → ~80.** Taken on *quality* grounds as much as cost:
ranking 200 memories to pick 5 dilutes retrieval. Note this will start evicting on
adventure 25 immediately (it sits at 100).
- **Not pgvector.** It is the structural answer and would keep vectors in the database
entirely, but it breaks SQLite dev parity — which the codebase protects deliberately
(`context/history.py:42`, the `replace()`/`trim()` dialect dance). Revisit only if the
bank grows past what Python cosine can handle.
## Work, in order
1. **Rebuild the byte-meter harness — in the repo this time.** `backend/tools/dbmeter.py`
+ `stress_session.py`. The originals lived outside the repo and are gone. **Default it
to running with an embedding model configured**, since that omission is precisely what
hid this finding. Do this first so every item below is measured, not assumed.
**Done 2026-08-16** — see the baseline below.
2. **Migration 38 — `memories.embedding_blob` (`LargeBinary`).** **Done.** Backfill in Python
(`struct.pack(f"<{n}f", *vec)`); the conversion cannot be expressed in portable SQL, so
unlike migration 36/37 this one does pay a one-time 4 MB read. Drop the old JSON column
in a follow-up migration once verified, not in the same one.
3. **Read path.** **Done.** `retrieve_memories` queries `memories` directly with
`forgotten = false AND embedding_blob IS NOT NULL` in **SQL**, not Python. Unpack with
`struct`/`numpy`. Same for `_evict_over_capacity` and `_embed_pending`, which walk the
same relationship for a count and for the unembedded rows (see the baseline above).
4. **Vector cache.** **Done.** Keyed by `adventure_id`, bounded to 8 adventures. It
turned out to need no invalidation callbacks at all — see below.
5. **Capacity default 200 → 80.** **Done** (migration 41, only rows still on the old
default). Eviction checked at scale first: trimming a 100-memory bank to 80 costs
0.8 kB and eight statements, and reads no vectors at all.
6. **Infinite scroll upward in `Play.jsx`** for the remaining 423 KB page load of a
finished adventure — the last open item from round two. Load the newest turns, fetch
older ones as the reader scrolls up.
## Baseline from the harness (2026-08-16)
`python -m tools.stress_session`, 200 actions × 4 KB, 100 memories × 1536 dims:
| shape | fetched | memories' share |
|---|---|---|
| `GET /adventures` (index) | 0.7 kB | — |
| `GET /adventures/{id}` (page load) | 426.7 kB | — |
| `POST /adventures/{id}/actions` (one turn) | **3,258.7 kB** | 96% |
| `GET /adventures/{id}/context` (Insights) | 3,223.7 kB | 97% |
| `run_post_turn` (background) | **3,139.1 kB** | 100% |
It reproduces both production figures independently — 426.7 kB against the measured
423 KB page load, 3,258.7 kB against 3,024 + 129 kB for a turn, and 31.4 KB per
embedding against 31.0 KB. `--no-embeddings` reports 112.0 kB for the same turn, so
the round-two blind spot is now a **29x** gap anyone can see in one flag.
**Two findings the SQL measurement could not have shown**, both the same root cause
in a different caller:
- **`run_post_turn` fetches the whole bank again**, every turn. `_evict_over_capacity`
walks `adventure.memories` to count the active ones, and `_embed_pending` walks it to
find the unembedded ones. So a played turn actually costs ~6.4 MB, not 3.2 — the
original estimate was half the real number.
- **Insights pays it a third time**, on a page the player can open repeatedly without
spending a turn.
So step 3 below is not just `retrieve_memories`: **every walk of
`adventure.memories` has to go**. `_evict_over_capacity` wants a count and an ordering,
`_embed_pending` wants rows where `embedding IS NULL` — neither needs a single vector,
and both are pure SQL.
## After (2026-08-16, same harness, same fixture)
| shape | before | after (cold) | after (warm) |
|---|---|---|---|
| `POST .../actions` (one turn) | 3,258.7 kB | 723.4 kB | **122.3 kB** |
| `run_post_turn` | 3,139.1 kB | 0.7 kB | 0.7 kB |
| `GET .../context` (Insights) | 3,223.7 kB | 117.9 kB | 117.9 kB |
| `GET .../memories` (drawer) | ~3,138 kB | 23.6 kB | 23.6 kB |
A played turn is turn + post_turn: **6,398 kB → 123 kB** once warm, a 52x cut. The
targets above were ~700 kB cold and ~130 kB warm, so both were met.
Steps 2–5 landed together, because they are one deployable unit: the columns are no
use unless something reads them, and deferring them breaks the old readers. Two
additions the plan did not anticipate:
- **`memories.embedded`, a boolean beside the blob** (migration 39/40). Once the
vectors are deferred, every "does this have an embedding?" check becomes a lazy
load — an N+1 of 6 KB reads down the Memories drawer. Same shape as
`actions.variant_count` beside `actions.variants`, and the same reason.
- **The cache needs no invalidation callbacks.** Vectors only ever change through
`set_vector`, which drops the one entry; everything that *removes* a memory from
play leaves the catalogue query, and entries missing from the catalogue are dropped
on the next read. So eviction, deletion and pruning need no hooks and cannot be
forgotten. Vectors are held as `array("f")` — 6 KB each, matching the column;
a list of Python floats would have been eight times the plan's RAM estimate.
**Step 6 landed on 2026-08-17**, along with everything else this plan left open — see
"Closing the plan" at the end. The page load is a window of 60 actions now: 62.6 kB on
a 600-action fixture, down from 606.0 kB, and no longer a function of the story's
length.
## Guardrails to add with this work
- **Query-count / byte assertions per endpoint**, extending the `test_egress.py` idea:
assert an endpoint issues at most N queries and fetches under X KB against
production-sized fixtures. This class of bug is invisible at ten rows.
- **Explicit column projections on read paths.** List endpoints name the fields they
need rather than loading whole entities, so the next heavy column is opt-**in**. This
is the structural version of what `deferred=True` does by hand.
- **Row-width review rule.** Any new large column justifies itself or goes out-of-line.
`actions` now carries five JSON columns.
Deliberately **not** taken: moving `context_snapshot` out of the database. It costs
nothing on reads now that it is deferred, and storage is ~$0.02/mo. Revisit only if
backups or storage start to hurt.
> **Revisit it.** That call weighed egress and got egress right, but it never weighed
> the free tier's *storage* ceiling — see "Storage, which this plan did not cost" below.
## Verification
- Harness: `python -m tools.stress_session`, memory bank **on**, before and after,
against the baseline table above. Target for the turn shape is 3,258 kB → ~700 kB
cold, ~130 kB warm (the cache leaves only what a turn reads besides the bank).
`run_post_turn` should fall to roughly nothing: neither of its two walks needs a
vector at all.
- Re-run the round-two shapes with an embedding model configured, so the 200-action
playthrough number is finally honest.
- The existing `test_egress.py` guard must still pass — nothing here should touch the
deferred action columns.
## Verified on production, 2026-08-17
Two things were still taken on trust when this shipped: every measurement had run on
SQLite, and every number came from a synthetic fixture. Both are now checked.
### The migration landed on real Postgres
`schema_version` reads **41**, matching the repo's `LATEST_VERSION`. The live schema has
`embedding_blob bytea` and `embedded boolean`, so the `{dialect: sql}` map in migration
38 spells BYTEA correctly against a real server — the one thing tests could not prove,
since `test_migration_38_is_spelled_for_both_dialects` only inspects the SQL string.
The backfill is complete: 134 memories, `embedded = 134`, `embedding_blob = 134`, no
stragglers and no rows skipped as malformed.
### The 5x is real, on real vectors
| | bytes | per memory |
|---|---|---|
| `embedding` (JSON) | 4,150,121 | 30,971 |
| `embedding_blob` (float32) | 823,296 | 6,144 |
**5.04x**, against the plan's predicted ~31 KB → 6,144 B. The largest real bank is 100
memories = 614,400 B of vectors, so the old code fetched **~3.10 MB per retrieval** on
that adventure — which is where the 3,153 kB measured on production came from. That
figure is now fully accounted for.
### SQLite and Postgres agree
`tools.stress_session` gained an `AIDND_STRESS_DATABASE_URL` escape hatch and was run
against a throwaway Neon database at the default fixture (200 actions, 100 memories):
| shape | SQLite | Postgres |
|---|---|---|
| index | 4.1 kB | 4.1 kB |
| page load | 426.7 kB | 425.0 kB |
| one turn, cold | 723.4 kB | 722.3 kB |
| one turn, warm | 122.3 kB | **121.1 kB** |
| Insights | 117.9 kB | 116.7 kB |
| Memories drawer | 23.7 kB | 21.7 kB |
| `run_post_turn` | 0.7 kB | 0.6 kB |
Within 0.5% everywhere. The dialect caveat in the harness docstring is real but small:
what dominates is which columns get asked for, and the ORM decides that identically.
The warm turn spends **1.7 kB on `memories`, 1% of the read** — the cache behaves on
psycopg exactly as it does on SQLite.
### The page load is worse than modelled, for a different reason
The synthetic fixture is **~2x heavier per action than production**: 994 B/action real
against ~2,133 B/action synthetic, so a real 200-action adventure is ~194 kB, not 427.
But the largest real adventure is **607 actions**, not 200, and costs **589.5 kB** in
one response. Step 6 is more urgent than this plan assumed, and for the opposite
reason to the one modelled — stories get *longer* than the fixture, not heavier.
Worth fixing the fixture's narration size when step 6 lands, so the harness stops
flattering the per-action figure while understating the length.
### Storage, which this plan did not cost
`context_snapshot` is **150.8 MB of uncompressed JSON across 944 actions** — ~163 kB a
row on average, and ~232 kB a row in the largest adventure, against the ~74 KB/row the
comment in `models.py` claims. TOAST compresses it to ~89 MB on disk, but
`octet_length` is what would cross the wire, because Postgres decompresses before
sending. Deferral is the only thing standing between a bulk read and a 137 MB query.
The database is **99.6 MB total**, of which `actions` is **88.9 MB**. Neon's free tier
is 512 MB. At ~94 kB of disk per action that ceiling arrives at roughly **5,400
actions**, and 944 are already stored. So the "~$0.02/mo, leave it in the database"
call above is wrong for the tier this actually runs on — not because reads cost
anything, but because the free tier meters *storage*, and that is the constraint with
a cliff. Dropping the dead `memories.embedding` column reclaims 4.05 MB (4%), which
helps and does not solve it.
None of the numbers above required reading a single row of anyone's content: counts,
`octet_length` sums and catalog sizes only.
## Closing the plan, 2026-08-17
Everything above landed the same day the verification did.
| | before | after |
|---|---|---|
| page load, 600 actions | 606.0 kB | **62.6 kB**, and flat in story length |
| adventures index, 6 adventures | 469.7 kB | **0.3 kB** |
| `context_snapshot` stored | ~89 MB | ~43 MB (after a VACUUM) |
| a played turn | 6.4 MB (2026-08-16) | 123 kB |
**Step 6, the window.** `GET /adventures/{id}` returns the newest `ACTION_PAGE`
actions and the story's length; `GET /{id}/actions?before_id=` walks back from there.
Anchored on an action rather than an offset — the offset version breaks precisely when
a turn lands mid-scroll, handing the reader one action twice and hiding another — and
that choice is also what makes it survive the story tree, since it compares indices to
order a branch rather than treating them as positions.
**Byte assertions.** `tests/test_egress.py` now carries per-action budgets as well as
column guards, plus one test whose only job is to fail if the fixture ever gets too
small for the budgets to catch anything.
**Column projections.** `ACTION_LIST_COLUMNS` and `MEMORY_LIST_COLUMNS` name what a
list response renders, and the adventures index selects four columns instead of the
entity. That one was not just future-proofing: an Adventure carries seven text and JSON
columns the index never shows.
**The JSON vector column is gone**, and dropping it exposed a live bug — changing your
embedding model had stopped re-embedding the bank the day migration 38 shipped. See
`tests/test_embedding_model_switch.py`.
**Storage.** `context_snapshot` is zlib-compressed through a TypeDecorator
(`app/compression.py`, migrations 43–45), so the call sites never learned about it.
3.5x on real Postgres. **This does not shrink anything until `VACUUM FULL actions`
runs** — Postgres marks dropped columns rather than reclaiming them, and the backfill
leaves a dead tuple per row.
Not done: nothing exercises the scroll behaviour in a browser. The frontend has no test
runner, and prepend-and-restore-scroll is the part most likely to feel wrong even when
it is correct.
-914
View File
@@ -1,914 +0,0 @@
# Phase 14 — Story tree (branching adventures)
**Goal:** replace the linear action list with a **tree**. A retry becomes a sibling
rather than a rewrite; continuing from one makes it a branch. Players can go back to any
turn, take a different path, and keep both — switching between them freely.
Depends on `13-memory-embedding-cost.md` shipping first: memory retrieval is the one read
a tree cannot window, so it is the cost floor of a turn under this design. Fix the floor
before building on it.
## Why (beyond the feature)
Seven bug classes stop existing, and every one traces to the same root — **the story is a
mutable list**:
| Bug | Why it goes away |
|---|---|
| Deleting a middle action skips a later one forever (`note_action_removed`) | Cursors become node ids, not positions in a shifting list |
| `prune_dangling_memories` orphaning actions behind the cursor | Nothing is ever removed |
| Editing a summarised action leaves its memory stale forever — **currently unfixed** | Editing makes a new node; the old memory stays correct for the old path |
| The one-turn memory holdback (`settled_story_actions`) | Nothing is mutated, so nothing goes stale — the concept is unnecessary |
| The legacy-cursor no-rewind trap found while fixing that | Same |
| "Anything reading `adventure.actions` during generation must exclude the retried action" — leaked into 4 call sites | The replaced turn is not on your path; it cannot leak |
| `variant_count` / mirrored `text` drifting from `variants` | The denormalisation disappears entirely |
It also resolves the 1NF violation: `variants` as a JSON repeating group becomes rows.
**Scored, 2026-08-18, with SP1–SP5 shipped.** Six of the seven are gone as described.
The seventh — the one-turn holdback — is gone too, but the reasoning above was wrong
about *why* it could go: siblings share a coordinate, so replacing what a turn says still
invalidates the memory covering it. What made it deletable is that the repair already
existed for undo and delete; see the trap note below. Two rows want a footnote:
- **Editing a summarised action** is still unfixed. The table says editing makes a new
node; nothing in SP1–SP5 makes it do that, and no subphase is scheduled to. `PATCH
/actions/{id}` still writes over the text in place, and the memory covering it goes
stale exactly as before. What *has* changed is that the machinery to fix it now exists
— an edit could write a sibling and switch to it, which is a retry the player typed —
so it is a small change whenever it is wanted.
- **The 1NF violation** is resolved. Nothing writes a `variants` array any more, in the
database or out of it — SP6 replaced the bundle that was its last producer, and the
array survives only in the v1 *reader*, which exists so files already saved still
import.
## Design decisions (settled 2026-08-16)
- **Full branching, with UI.** Not the "tree schema, no branch picker" middle option —
branching ships as a feature people use.
- **`branch_id` + `depth` on every node, not parent pointers alone.** Parent pointers
alone mean walking N links to read a story, which throws away the round-two windowing
work. `depth` replaces `index` as the ordering key.
- **A `branches` table with `parent_branch_id` and `fork_depth`.** The fork point is
**stored at fork time, never inferred**. Nothing is copied on a fork — a branch borrows
its ancestors' turns.
- **Lineage cached on the branch row.** `lineage = [(D,∞), (C,45), (B,30), (A,10)]`,
computed once at fork (parent's lineage + one entry). Reads never walk to reconstruct
it. Each ancestor is capped at the `fork_depth` of the branch beneath it.
- **Read the lineage lazily, windowed.** Query the newest few lineage entries, measure,
fetch more only if the context budget is not covered — the exact shape of
`history.window_covering()`. **Clause count is bounded by the context window, not by
fork count**, so a 200-fork story reads as cheaply as a 2-fork one.
- **Promote to a branch only on continue.** Attempts at the tip stay as sibling leaves;
one becomes a branch the moment a turn is played past it. Keeps the lineage chain to
"divergences I built a story on", not "every retry ever" — the difference between a
handful of entries and fifty.
- **Memories and the summary attach to the node that produced them**, found by walking
up. Shared ancestors are shared automatically, so a fork costs nothing and **nothing
needs recreating**. A memory covering depths 37–42 hangs off that branch's node 42 and
is invisible to any path not through it. Generalise the rule: *anything derived attaches
to the node that produced it* — the summary included, so stop storing it per turn.
- **Full lineage for memories, windowed lineage for the story.** Memory retrieval is
long-range recall and cannot be windowed, but memories are sparse (~1 per 6 actions), so
a long OR-clause returning ~33 small rows is fine. Two queries, one lineage.
- **Never auto-prune.** Nothing is deleted without an explicit user action. **This makes
a branch-management UI a hard dependency, not a nice-to-have** — storage grows without
limit otherwise.
- **Story cards stay adventure-wide.** A card invented on branch B shows on branch A.
Already true for undo today (script card mutations are not reverted), so this is a
documented limit, not a regression. Explicitly rejected event-sourcing card changes onto
nodes.
- **State carries over almost free.** `state_before` / `world_state_before` already
snapshot the script scoreboard and RPG world state per action, and `apply_variant()`
already restores them on a switch — a branch switch is the same move. Wrinkle: those are
*before* pictures; a node wants the *after*. And they are NULL on pre-column rows.
## Schema sketch
```
branches(id, adventure_id, parent_branch_id, fork_depth, lineage JSON, created_at)
actions(id, adventure_id, branch_id, depth, type, text, reasoning,
world_delta, state_after, world_state_after, context_snapshot, created_at)
memories(..., branch_id, depth) -- attached to the node that produced it
adventures(..., head_branch_id, head_depth)
```
Reading branch C, tip at depth 7, lineage `[(C,7), (B,5), (A,3)]`:
```sql
SELECT * FROM actions
WHERE (branch_id='C' AND depth <= 7)
OR (branch_id='B' AND depth <= 5)
OR (branch_id='A' AND depth <= 3)
ORDER BY depth DESC LIMIT 32
```
→ `A0 A1 A2 A3 B4 B5 C6 C7`. Depth is a position along *a* path, not a global turn
number — `A4` and `B4` are alternatives, not duplicates.
## Work
1. `branches` table, `branch_id`/`depth` on `actions`, `head_*` on `adventures`.
2. Lineage computation + a **single module that owns the branch clause** — same role
`context/history.py` plays today. Every query must go through it; one forgotten clause
shows the wrong story, quietly.
3. `history.py` rewritten against lineage windowing. `window_covering` keeps its shape.
4. Memories/summary attached to nodes; delete the cursor-position machinery
(`position_of_index`, `settled_*`, `note_action_removed`, `_rewind_cursors_to_index`).
5. Sibling storage for un-promoted tip attempts + the promotion step.
6. Node state moves from *before* to *after* snapshots.
7. Migration: every existing adventure becomes branch A; `index` → `depth`; `variants`
entries become sibling nodes; `variant_index` becomes the head pointer.
8. Frontend: branch picker replacing `VariantPager`, plus branch management (rename,
delete, switch) — required, given no auto-pruning.
## Open
Nothing. The last item — **`retry_of.index` reuse**, which stopped the world-state
cooldown clock advancing on a re-run of the same turn — was closed in SP4 by reusing the
retried node's *depth*, and pinned by a test in SP5. Everything else that stood open here
was decided on 2026-08-17; see the next section.
---
# Implementation plan (decided 2026-08-17)
Four decisions, taken before any code was written:
| Question | Decision |
|---|---|
| Phased or single migration? | **Structural-first, no runtime flag.** SP1–SP4 migrate to the tree *representation* with behaviour identical to today. Branching features layer on after. |
| How destructive is the migration? | **Keep the legacy columns for one release.** `index`, `variants`, `variant_index`, `variant_count` stay, unread, until the tree is proven live (SP8 drops them). |
| Branch-management UI scope | **Full tree visualisation** — a spatial view of forks, not just a picker. |
| Export bundle | **`ai-dnd-adventure-v2`**, with a v1 legacy reader so existing bundles keep importing. |
**Why no feature flag.** A linear story *is* a tree with one branch, so the intermediate
states are not half-migrated — they are the same product with a superset schema
underneath. That makes "current adventures are unaffected" a literal, testable pass
condition for every subphase up to SP4, which a flag would have replaced with two live
code paths through the context builder, the memory bank, undo and retry at once.
## The regression contract
`tests/test_story_tree_baseline.py` (built in SP0) drives the whole product over HTTP —
create, play, retry, switch, undo, page with `before_id`, memories, summary, export — and
asserts only on API responses, never internals.
**It must pass unmodified through SP1, SP2 and SP3.** That is the contract those
subphases are verified against. SP4 is the first subphase permitted to change it, and
even there only where the change is deliberate and named below.
## Traps found while reading (these are the ones that bite quietly)
- **`history._from_memory()` slices `adventure.actions`.** The "never load twice"
shortcut returns whatever is already in the session — which under a tree is *every
branch's* actions, not the path. It would silently assemble context from siblings.
This is the single highest-risk line in the change; SP2 must make the shortcut
branch-aware or delete it.
- **`scripting/pipeline.py::_history()` and `_info()` read `adventure.actions` directly**,
and hand it to user scripts as the documented history API. Same trap, user-visible.
- **`Adventure.actions` is `order_by="Action.index"`.** Ordering it by `depth` is not
enough — the collection is still every branch. Anything iterating it needs the path.
- **`limits.check_row_cap("actions")` counts every action in the adventure.** With no
auto-pruning, a branched adventure hits `MAX_ACTIONS_PER_ADVENTURE` while its *story*
is far shorter. The cap has to count the tree but be explained as the tree, or move.
- **The holdback cannot die in SP3.** `settled_story_actions` exists because retry
mutates a row in place. Retry stops mutating in SP4, so the holdback is only safe to
delete there — deleting it in SP3 reopens the exact bug it was written for. It survived
SP3 as `memorybank.settled_after`, which is the `- 1` in "how much story is past the
mark"; that subtraction is the whole of it.
*Closed in SP4, but not for the stated reason.* Siblings share a coordinate and the
mark names the coordinate, so replacing what a turn says still invalidates the memory
covering it — retry mutating a row was never the whole of the problem. What let the
holdback go is that the right repair (`forget_node` plus a rewind) already existed for
undo and delete, and retry and a sibling switch now make it too. **If a mark still
needs correcting when the story changes, correct it; do not decline to make the mark.**
## Subphases
Each ships independently, on its own branch, green before the next starts.
### SP0 — Baseline and regression net *(no product change)*
- `tests/test_story_tree_baseline.py` — the contract above. 24 tests covering opening a
windowed adventure, the turn engine (do/say/story/continue), script effects, retry and
variant switching, undo, paging up to the start, edit/delete, memories, export/import
round-trip, and world state.
**Done, 2026-08-17.** 259 existing tests green (17.8s), then **283 green** with the
baseline added, against unmodified `main`. That is the number every subphase below is
measured against.
A pre-migration (**schema 45**) fixture is needed too, built by a script rather than
committed as a binary — but its only consumer is the SP1 migration test, so it lands
there.
#### `--rich`: a correctness fixture beside the scale one
The measuring fixture is sized from production and leaves every column it does not weigh
at its default. Checked against a freshly built one, that is exactly the set of columns a
tree has to migrate: `state_before`/`world_state_before` NULL on all 600 rows, no
scenario and so no RPG layer, no adventure scripts, both cursors 0, and 100 retry
histories whose two attempts carry **byte-identical text with `variant_index` always 0** —
so "which attempt is live?", the one question SP4's migration answers, had no observable
answer.
`tools.stress_session --rich` fills in precisely those and nothing else:
```
cd backend
.venv/Scripts/python.exe -m tools.stress_session --rich --actions 30 --memories 12
```
An RPG scenario built from the real seed schema with a world state played forward (hp
100 → 71, flags flipping partway); per-action `state_before`/`world_state_before`
snapshots that are monotonic, so a bad rollback reads as a wrong number rather than as
nothing; a gold script on the adventure; story cards; non-zero memory and summary
cursors with a real `story_summary`; pinned and forgotten memories; retry attempts with
distinct texts, counts of 2 *and* 3, and a live attempt that is **often not the last one
written**; and a second adventure, so "does this leak across adventures?" is answerable —
a branch clause that forgot its adventure would still look correct on a database holding
exactly one.
It is a correctness fixture, so prefer it small: what it is for is variety per row, not
rows. **Its byte figures are not comparable to a plain run** and it does not replace the
scale fixture — the plain one still holds the egress ceilings, and was re-measured
unchanged (1.8 kB, actions 1.7 kB) after `--rich` was added.
The invariant `text == variants[variant_index]["text"]` holds on every retried row, and
is asserted when the fixture is built. SP4's migration reads exactly that to decide which
sibling becomes the head.
### SP1 — Schema and migration *(no behaviour change)*
| File | Change |
|---|---|
| `app/models.py` | New `Branch` model. `Action.branch_id`, `Action.depth`. `Adventure.head_branch_id`, `head_depth`. `Memory.branch_id`, `Memory.depth`. Legacy columns untouched. |
| `app/migrations.py` | Migrations 46+: create `branches`; add columns; index `(branch_id, depth)`; backfill. Dialect map wherever BLOB/BYTEA-style spellings diverge. |
Backfill: one branch per adventure, `lineage = [(A, ∞)]`; `actions.branch_id = A`,
`depth = index`; `adventures.head_*` from `max(index)`; memories take branch A and a
depth derived from `source_end`.
**Verify:** baseline test unmodified. New `tests/test_tree_migration.py` — every action
carries a branch and `depth == old index`, no row lost, head pointers correct, memories
mapped. Bootstrap run twice is a no-op. `tests/test_egress.py` ceilings unmoved (two
integers a row). **Post-deploy `VACUUM FULL actions;` is mandatory** — this rewrites
every row, which is the 144 MB lesson at the top of `STATUS.md`.
**Done, 2026-08-17** (branch `sp1-tree-schema`). **297 tests green**, the 283 from SP0
plus 14 in `test_tree_migration.py`. The baseline contract passes **unmodified**, which
was the pass condition. Five things the plan did not anticipate, all of them found by
building it:
- **The writes could not wait for SP2.** The file table above lists only `models.py` and
`migrations.py`, but a migration never visits a row written *after* it runs — so
shipping the columns without a writer would leave every turn played between the two
deploys with no branch, and from SP2 on a row with no branch is a row no read can see.
`app/tree.py` is that writer: `root_branch` / `head_branch` (get-or-create),
`place_action`, `place_memory`, `refresh_head`. One module for the same reason SP2 gets
one — a node written without a branch fails by *disappearing*, not by raising. Wired
into create/turn/import/undo/delete/memory, plus `seed_demo.py` and
`tools.stress_session` (a fixture built by `create_all` is stamped LATEST, so no
migration ever runs against it).
- **`adventures.head_branch_id` cannot be a foreign key.** `branches.adventure_id`
already points the other way, and the pair is then a cycle `create_all` refuses to
order; the fix for that is `use_alter`, which SQLite has no ALTER for. It is a plain
integer, documented as a cache, and `head_branch` recovers onto the root if it ever
names a branch that is gone.
- **`lineage` is NOT NULL, because `branches` comes from `create_all`.** The backfill
cannot insert a row and fill the lineage afterwards via a NULL marker, so it inserts
`'[]'` and guards step two on `json_array_length(lineage) = 0` — not `= '[]'`, because
Postgres `json` has no equality operator.
- **SQLite cannot drop a column a foreign key names.** So a current-schema database
cannot be rewound past `branch_id` at all, which broke the two existing tests that
simulate an old database by rewinding only the *stamp*. Fixed properly:
`migrations._column_already_there` makes every `ADD COLUMN` idempotent (the
`IF NOT EXISTS` the module docstring asks for and SQLite has no syntax for), and
`tests/schema_rewind.py` holds the inverse of the migrations that *can* be undone.
The SP1 fixture therefore builds a **genuine schema 45** by dropping the three tables
and recreating them from frozen pre-tree DDL, so the real ALTERs run — including the
one that adds a foreign key.
- **Deleting a branch takes its nodes with it**, and deleting an adventure takes its
branch — both verified, both at the database level via `ON DELETE CASCADE` on the two
`branch_id` columns. SP7's delete-a-branch needs no code of its own for the nodes.
Measured: `branches` costs **0.1 kB of a 733.5 kB turn (0 %)**, and the page load
(62.6 kB) and index (1.8 kB) shapes are byte-identical to the figures in `STATUS.md`.
One cost that is *not* free: the new table and its index add ~47 ms to every
`create_all`/`drop_all` cycle on SQLite, and the suite does one per test — 20 s → 38 s.
Test-only (DDL fsync), so no model change; if it ever matters, the fix is the test
harness, not the schema.
### SP2 — The branch clause *(reads move to lineage; still one branch)*
One module owns the clause; every action read goes through it. A forgotten clause shows
the wrong story, quietly, which is why it is one module and not a convention.
| File | Change |
|---|---|
| `app/context/lineage.py` *(new)* | Lineage computation and the branch clause. The only place that knows how a path is selected. |
| `app/context/history.py` | `_filters` takes the clause; order by `depth`; `window_covering` keeps its shape. **Fix `_from_memory`.** |
| `app/routers/adventures.py` | `action_window` anchors on the anchor's `depth`; `last_action`, `next_index`→`next_depth`, `_latest_narration`. |
| `app/scripting/pipeline.py` | `_history()`/`_info()` read the path, not the collection. |
**Verify:** baseline test unmodified. `test_history_window.py`, `test_action_paging.py`
green. New test builds a **two-branch fixture directly in the DB** and asserts the design
doc's own example reads back as `A0 A1 A2 A3 B4 B5 C6 C7`, and that a sibling's nodes are
invisible. Egress: a 20-fork fixture costs within a small factor of a 1-fork one —
clause count is bounded by the context window, not by fork count.
**Done, 2026-08-17** (branch `sp2-branch-clause`). **317 tests green**, the 297 from SP1
plus 20 in `test_branch_clause.py`. The baseline contract passes **unmodified**, which
was the pass condition. Six things worth not rediscovering:
- **The contract forced the write side, not the read side.** The SP0 baseline writes its
actions straight to the database and must pass unmodified — so "every writer calls
`place_action`" could not be the invariant, because the baseline is a writer and does
not. Neither did any of the eleven other test fixtures. The alternative was a read
tolerant of a NULL branch, which is the quiet-wrong-story failure this subphase exists
to make impossible. So the session enforces it instead: `tree.place_new_nodes` runs
from `Session.before_flush` and places anything unplaced, registered in `models.py` so
that importing the models arms it. The call sites keep their explicit calls — a node
placed at the call site is placed *before* the code around it reads the row back.
- **A branch could no longer be created with a flush.** `root_branch` did
`db.add(); db.flush()` to get the id its lineage names, and a nested flush inside
`before_flush` raises. It inserts through Core and reads the row back — same
transaction, three statements, once per adventure ever.
- **The identity map holds weak references, and it cost 25 % of the suite.** Resolving
the head branch per node re-read the `branches` row for every node in the flush, because
nothing held a strong reference between two calls: **201 SELECTs to write 200 actions**,
and 36 s → 45 s on the same 297 tests measured back to back. The head is now resolved
once per adventure per flush — **2 SELECTs**, and the same 297 tests then time within
noise of SP1 (44.2 s each; this machine's load drifts by ~20 % between runs, so trust
the statement count, not the stopwatch). Pinned by a test that counts reads of
`branches`, because the stopwatch is all the symptom there ever was.
- **The index screen is the one read scoped by head branch rather than by lineage.**
`_latest_narration` picks one row per adventure for a hundred adventures at once, and a
lineage clause each would put hundreds of OR-terms on that query. The two answers differ
only for a branch with no nodes of its own, which cannot exist — a branch is created by
playing a turn onto it.
- **Two reads are deliberately left un-pathed**, both documented where they live.
`max_action_index` allocates the legacy `index`, which must stay adventure-wide or two
branches issue the same number; and export is a flat v1 bundle whose reader has no idea
branches exist, which is why SP6 replaces the format rather than widening the query.
A third is a known divergence, not a decision: the index screen's `action_count` counts
the tree, and will overstate a branched story until SP5.
- **`Adventure.actions` was left ordered by `index` on purpose.** Ordering the collection
by depth would not make it a story — it is every branch's actions, and a path is a
selection out of it. What the relationship is still for is ownership and the
delete-orphan cascade.
Measured: a story forked **20 times reads its newest 32-action window for 3,178 B against
the 2,961 B an unforked story of the same length costs (1.07×)**, naming one branch of its
22 lineage entries. The pre-tree 600-action `--keep` fixture was migrated and then driven
over HTTP end to end: index **1,840 B**, page load **64,149 B** — the same shapes as
before the phase — and scrolling to the start took 9 pages and saw all 600 actions exactly
once.
### SP3 — Memories and summary attach to nodes
Cursors stop being positions in a shifting list. `memory_cursor`/`summary_cursor` become
node-anchored `(branch_id, depth)`.
Deleted: `position_of_index`, `note_action_removed`, `_rewind_cursors_to_index`,
`prune_dangling_memories`, and their call sites in `undo_turn` and `delete_action`.
**Kept until SP4:** `settled_story_actions` and the holdback (see traps).
**Verify:** baseline test unmodified. `test_memory_settling.py` and
`test_memory_retrieval.py` updated, plus a new branch-isolation test — a memory created
on branch B is invisible from branch A, and shared ancestors are visible from both.
Memory retrieval reads the *full* lineage (it cannot be windowed) but stays sparse:
assert the byte cost on a deep fork.
**Done, 2026-08-18** (branch `sp3-node-cursors`). **330 tests green**, the 318 the branch
started from plus 12 — 11 in `test_branch_clause`'s new sibling `test_memory_nodes.py`
and one on migration 56. The baseline contract passes **unmodified**, which was the pass
condition. `app/context/cursors.py` is the new module; migrations 53–56 add
`memory_cursor_branch_id/_depth` and `summary_cursor_branch_id/_depth` and translate the
old counts into them.
Seven things worth not rediscovering:
- **An anchor is a coordinate, not a pointer, and that is what deleted the machinery.**
Half of this subphase was expected to be rewriting the cursor bookkeeping in depth
terms. None of it needed rewriting: `count_after(41)` is well defined with node 41
deleted, and deleting node 12 does not change what "past node 41" means. So
`note_action_removed`, `_rewind_cursors_to_index`, `position_of_index` and the
post-turn clamp did not become depth-shaped versions of themselves — they became
nothing. **If a mark still needs correcting when the story changes, it is still a
position.**
- **The clamp had its own trap and it also goes.** `run_post_turn` clamped both cursors
to the story length every pass, deliberately against the *full* count, because
clamping to the settled count rewound a caught-up adventure a step and re-covered an
action. An anchor past the tip is not a broken value: `settled_after` reports nothing
to do, and the story growing back past it resumes exactly where it left off.
- **`prune_dangling_memories` became a lookup, and got stricter by accident.** A memory
hangs off the node its block ends on, so "what did this node produce?" is
`(branch_id, depth)` — `memorybank.forget_node`. The scan it replaces could only ever
notice damage *after* the fact (a covered range past `max(index)`), and could not
notice at all when the node was deleted from the middle of a story that still had
later actions. Withdrawing the memory is half the job: the ground it covered is still
behind the mark, so the mark goes back to `source_start - 1` — a depth, whether or not
a row still sits there.
- **A memory with no node had to be spelled out in the clause.** A hand-written memory
summarises nothing, so it carries a branch and a NULL depth. Every ancestor entry in a
lineage clause is capped `depth <= fork`, and NULL fails that — so a typed memory would
have become invisible at the first fork after it was written, with nothing to see but a
prompt that stopped mentioning it. `Path.clause(unanchored=True)` is that case, and
actions never pass it: an action with no depth is a pre-tree row no read should see.
- **Retrieval reads the whole lineage, and it is free.** Measured on two stories of 84
actions and 14 memories each, one flat and one forked twenty times: **1,807 B against
1,823 B**. The clause carries 22 branch terms instead of one, and the clause is not what
crosses the wire. The egress shapes are otherwise byte-identical to SP1's — index
1.8 kB, page load 62.7 kB, turn 733.8 kB.
- **Three reads stay adventure-wide, deliberately.** Embedding and eviction are facts
about the row and about the bank, not about the path — skipping a sibling's memories
would only mean embedding them at the moment somebody switched to them, and evicting the
memories of a story nobody is reading is the right thing to evict first. The Memories
drawer is management rather than retrieval, and hiding a branch's memories there would
make them unfindable in a phase whose rule is that nothing is removed automatically.
- **The v1 bundle still speaks positions, in exactly two places.** Export counts the
anchor back into a position; import translates the other way, but only after the
actions exist, because that is the one moment the two coordinate systems can be lined
up. `cursors.position_of` and `cursors.anchor_at_position` are the whole of what still
knows about positions, and SP6's v2 format retires them.
Migrations 53–56 rewrite `adventures`, not `actions` — a few hundred rows against a few
hundred thousand — so **this deploy needs no `VACUUM FULL` of its own**. The one SP1 owes
is still owed.
### SP4 — Variants become sibling nodes
Retry stops mutating a row. It writes a sibling leaf at the same depth.
Deleted: `set_variants`, `variant_of`, `apply_variant`, `VARIANT_SNAPSHOT_KEYS`, and the
holdback. Node state moves from *before* to *after* snapshots (`state_after`,
`world_state_after`) — a sibling needs its own outcome, so this belongs here rather than
in its own subphase. Pre-column rows are NULL and must stay tolerated.
A migration converts existing `variants` JSON into sibling rows — reading the legacy
column that decision 2 kept, which is the whole reason it was kept.
`/variants` and `/variant` keep their URLs and response shapes here, re-implemented over
sibling rows, so the frontend keeps working until SP7 replaces it.
**Verify:** the first subphase allowed to move the baseline test, and only for
`variant_count`/`variant_index` semantics — the retry *outcomes* must not move.
`test_retry_variants.py` rewritten against siblings but asserting the same observable
results, including that the gold script is not double-applied. `test_state_revert.py`
against after-snapshots. Migration test: attempt count preserved, the active attempt
becomes the head.
**Done, 2026-08-18** (branch `sp4-sibling-nodes`). **347 tests green**, the 330 SP3
finished with plus 13 in the new `test_attempt_siblings.py`, 8 in `test_tree_migration
.py`, and three holdback tests deleted. `app/attempts.py` is the new module; migrations
57–60 add `live`, `state_after`, `world_state_after`, derive the after-snapshots, and
split every `variants` list into rows.
**The baseline test did not have to move, and neither did `test_retry_variants.py`.**
Both pass unmodified. SP4 was *permitted* to change the variant-count semantics and it
turned out nothing observable needed changing — which is the strongest form the pass
condition could have taken, and worth knowing before SP6 asks for the same licence.
Seven things worth not rediscovering:
- **A coordinate needs a `live` flag, and the branch clause is where it belongs.**
Siblings share `(branch_id, depth)`, so the lineage clause alone returns all of them
and the story tells itself twice. `Path.clause` adds `Action.live` for actions (and
only for actions — memories have no siblings to lose to), which means no read of the
story had to learn that retries exist. `app/attempts.py` is the only code that looks
past it.
- **The prompt has to move with the flag or retry becomes a storage multiplier.** A
`context_snapshot` is ~163 kB of prompt that every attempt at a turn shares, and the
old JSON list existed precisely to store it once. Giving each sibling row a copy would
have undone that. So the invariant is: the assembled prompt lives on the attempt the
story tells, and a superseded one keeps only its own slices (`ATTEMPT_KEYS` — the
world-state delta, the script report, the raw reply). Measured on the pre-tree
600-action fixture, migrated: **700 rows for the same 600-turn story, and the prompt
archive byte-identical at 0.50 MB.**
- **The holdback was not quite unnecessary — it was the wrong repair.** The plan said
retry stops mutating rows so nothing goes stale. Not so: siblings share a coordinate,
and the mark and the memory both name the *coordinate*, so replacing what a turn says
still invalidates them. What made the holdback deletable is that the right repair
already existed — `forget_node` plus a rewind, which undo and delete have called since
SP3. Retry and a sibling switch now call it too, and the holdback (`settled_count`,
`settled_after`, `settled_story_actions`, `newest_settled`) is gone. **A memory can
now cover the newest action**, which it never could before.
- **`state_after` needed the same flush guard `place_action` has.** The migration
derives every existing row's outcome from the next row's `state_before`, and the tip's
from the adventure's live state — but a row written by a fixture or a script after
that has nobody to derive from, and the failure mode is undo silently leaving the
scoreboard where it was. `tree.stamp_outcome` runs from `before_flush` beside
`place_new_nodes`. It writes the truth as of the flush: a writer that changes no state
between two nodes leaves the same state behind both.
- **Switching attempts hands the caller a different row id**, because that is what an
attempt being a node *means*. The endpoints are addressed by any attempt at the turn
rather than by the live one, so a client holding a stale id still asks about the right
turn — but `Play.jsx` matched the reply against `updated.id` and had to be changed to
match against the action it asked about. One line, and SP7 removes the pager anyway.
- **Deleting a turn deletes its attempts.** A discarded attempt is only reachable
*through* its coordinate, so leaving it behind would leave a row nothing can name and
no read can see. `delete_turn` is that rule in one place, called by undo and by
delete-an-action, and it works whichever attempt's id the caller happens to hold.
- **Siblings share the legacy `index`.** They are takes on one turn, so two rows now
carry one index — which `max_action_index` (a maximum, not a count) survives, and
which is what lets the v1 export fold a group back into a `variants` array. Export is
now the only producer of that shape anywhere; nothing in the database holds one.
Measured: index **1.8 kB**, page load **62.7 kB**, one turn **734.8 kB** — the first two
byte-identical to SP1's and SP3's, the turn up 1.0 kB (0.14 %) for the `live` column
across a 346-row read. Migrations 57–59 each rewrite every row of `actions` and 60
inserts one per discarded attempt, so **this deploy owes a `VACUUM FULL actions;`** —
the SP1 one is still owed too, and one vacuum after this deploy settles both.
### SP5 — Fork on continue
Playing past a non-head sibling promotes it: a `branches` row with `parent_branch_id`,
`fork_depth`, and a `lineage` computed once from the parent's. Nothing is copied.
`adventures.head_*` moves. **The cooldown clock must not advance on a re-run of the same
turn** — the one item still open above.
**Verify:** a fork creates exactly one branch row and copies no actions; lineage is
correct and capped at each `fork_depth`; both branches read independently; switching
restores the right script/world state; the cooldown test from `test_worldstate.py`
still holds across a retry.
**Done, 2026-08-18** (branch `sp5-fork-on-continue`). **365 tests green**, the 347 from
SP4 plus 18 in `test_branch_forking.py`. `tree.fork` is the whole of it; three endpoints
(`GET /branches`, `POST /branches/{id}/switch`, `POST /actions/{id}/fork`) are what SP7's
tree view will be drawn on.
**Where the promotion happens, and why not where the plan said.** The plan put it on the
*next turn*: attempts stay leaves, and one becomes a branch when a turn is played past
it. Promoting the winner then means moving a row off the branch the reader is standing
on and leaving that branch to pick a new node for the depth — it disturbs a story nobody
asked to change. The same divergence, seen from the other side, promotes the attempt you
are *leaving for*: `POST /actions/{id}/fork` gives the discarded attempt a branch and
moves the head to it, and the line it leaves is untouched. Branch count is identical
either way — one per divergence somebody actually built on — and one of the two never
rewrites a story in place. Without it, the losing attempts would also be unreachable
forever, since only the tip can be switched: fork-on-continue alone is a one-way door.
Six things worth not rediscovering:
- **A fork must not move the derived work, and it was about to.** The first cut moved the
memories at the forked coordinate onto the new branch and re-anchored the cursors that
named it. Both are wrong, and for the same reason: a memory describes whichever attempt
was *live* at that coordinate, which is the one staying on the parent. The right answer
needs no code at all — the lineage caps the parent at `fork_depth`, one depth short of
it, so the memory is simply out of range from the fork, invisible to both the retrieval
clause and `Path.depth_on`. The block is summarized again, from the text this branch
actually tells.
- **Depth had to stop following `index`.** They agreed until now. `index` is
adventure-wide (the v1 bundle is keyed on it) so on a story forked at depth 6 after
twenty turns it hands the next node depth 21 and leaves a fourteen-deep hole in the
middle of a path — which every windowing estimate then has to work around.
`next_depth` is `head_depth + 1`; `place_action` still derives depth from index for
fixtures and imports, which is what that default is for.
- **Undo has to stop at the fork.** It reads the newest two nodes on the path and deletes
the turn they make up — and on a fresh branch the second of them is borrowed from the
parent, whose story also contains it. The guard is on the row's own `branch_id`, not on
the fork depth, because that is the fact that decides it.
- **The cooldown clock came out right for free.** It lives in `_meta.last_changed` inside
the world state, and the world state is restored from the tip's `world_state_after` on
every switch — so each branch carries its own clock without anything knowing there is
one. The carried-over open item (a retry must not advance it) is SP4's reused depth,
and both are pinned by tests.
- **The session does not autoflush**, and `fork` read the sibling group after moving the
node out of it — so the move had not been written and the node was renumbered straight
back into the group it had just left. Read the group first. (`autoflush=False` is
deliberate, in `database.py`; anything in this phase that mutates then queries the same
rows has to order itself by hand.)
- **`/fork` has to be idempotent before it is anything else**, because a fork leaves the
promoted attempt alone on its branch: a repeated call — a double click, a retried
request — would otherwise be told the turn it just forked has nothing to fork to. The
"already the story" case is answered before the shape of the turn is looked at.
Measured, on a 40-turn story forked **twenty** times against the same story flat:
21 branches, 140 rows, an 80-action story, and a page load of **31,652 B against
31,433 B (1.007×)**. A branch costs **103 B** of id, parent, fork depth and cached
ancestry. No migration, no vacuum.
**One gap, deliberately left for SP6.** A forked adventure has no honest `v1` export —
the format has one story and there are two — so export emits every branch's turns
interleaved by index, which reads as a mangled story rather than as lost data. SP6's v2
bundle fixes it, and SP7 is where a player first gets any way to fork at all, so the
order those two ship in is the order that matters.
**Also known, and not fixed here:** the two cursors are one pair on the adventure, so
switching branches makes the mark on the branch being left unreadable from the new one
(`Path.depth_on` answers "nothing covered", which is the safe direction — redo the work,
never skip it). Switching back and forth therefore re-summarizes. Per-branch cursors are
the fix if it ever matters; it costs AI calls, not correctness.
### SP6 — Export/import v2
`ai-dnd-adventure-v2` carries branches and nodes; import accepts v1 and v2, mapping a v1
bundle's linear actions plus `variants` onto one branch with siblings.
`limits.check_bundle_lists` learns about branches.
**Verify:** v2 round-trip of a branched adventure is lossless; a v1 bundle still imports;
a bundle claiming more branches than rows is rejected rather than half-applied.
**Done, 2026-08-18** (branch `sp6-bundle-v2`). **381 tests green**, the 365 SP5 finished
with plus 16 in the new `test_bundle_v2.py`. `app/bundle.py` owns both formats; the two
endpoints in `routers/adventures.py` are a delegation and the shared plumbing, and the
`variants` array now exists nowhere but the v1 *reader*.
**The rule the module is built on: a bundle carries what was *chosen*, never what is
*derived*.** The head branch, the fork points, the live flags and the anchors are
decisions somebody made, and they are in the file. `lineage`, the head *depth*, `index`
and the variant ordinals are computed from those and are rebuilt on the way in. That is
not tidiness — a bundle is a text file anybody can edit, and every derived field shipped
beside its source is a chance for the file to disagree with itself in a way no read would
report. It is also the answer to "is the round trip lossless?": everything omitted is
reconstructed, and the tests assert the reconstruction rather than the bytes.
Six things worth not rediscovering:
- **`depth` cannot be the legacy `index`, and this is where that stops being academic.**
They agreed until SP5, and a bundle is the first writer that has to fill `index` for a
*forked* story — where two branches both have a node at depth 4. `index`'s one
remaining job is handing the next row a number nothing else holds, which is a fact
about the adventure rather than about a path, so the import allocates one per turn in
bundle order: siblings share it, the way SP4 leaves them, and no two coordinates do.
- **Validation happens before the adventure row exists.** Everything a hand-edited file
can get wrong about the shape of a tree — a node naming a branch that is not listed, a
fork with no depth, a branch forking from one listed after it — is a 400 raised by
`plan`, which touches no session. The alternative is an adventure holding a story with
a hole in it, and this whole phase exists because a story with a hole in it fails by
going quiet.
- **A branch may only fork from one listed before it.** That is how the export writes
them, and requiring it buys acyclicity for the price of a comparison — a cycle in the
parent chain would be an import that never returns rather than one that fails.
- **`{}` and absent are different snapshots.** An empty `state_after` means "this node
left an empty scoreboard behind"; a missing one means "nobody knows, leave the live
state alone" (`attempts.restore_state`). Trimming empty dicts on the way out would have
saved eighteen bytes a row and turned an undo that clears a score into one that leaves
it standing. Only `worldDelta`, which is display, is dropped when empty.
- **A file is allowed to be wrong about which attempt is live, and the import corrects it
rather than refusing.** "Exactly one sibling in a group is live" is an invariant of the
*database*, not of the format; a coordinate with none is a turn no read can see, so the
first attempt is made live. That is a different class from a missing branch, which is
structure, and is refused.
- **`limits.MAX_BRANCHES_PER_ADVENTURE` (1000) has no live counterpart.** Forking is a
POST that adds one row and has no cap of its own, so this is the one bundle cap that
does not mirror something creation enforces. Worth closing if branch management ever
makes forking cheap to repeat.
**The verify line above was slightly wrong, and the code does the honest version.** "More
branches than rows" fails on an adventure with no actions, which legitimately has one
branch and no rows. It became two rules instead: a cap on the branch list, and *every
branch a node names must exist*.
Measured with `tools/measure_bundle.py` on the 600-action `--rich` fixture — 600 turns,
750 nodes, because 150 of them were retried:
| | bytes | vs v1 |
|---|---|---|
| v1 shape | 587,475 | — |
| **v2** | **911,229** | **1.551×** |
| v2 without the outcomes | 544,318 | 0.927× |
**The tree is free; the outcomes are what cost.** Coordinates *save* 57.5 B a node
against v1's turn-and-variants shape, and the entire 1.55× is `state_after` /
`world_state_after` at 489 B a node — which are there because a bundle without them
imports a tree nobody can switch inside. Twenty forks add 660 B to the same file, **33 B
a branch**, so the format is as indifferent to fork count as the reads are. The longest
adventure production holds exports at 4.3 % of `MAX_IMPORT_BODY_BYTES`.
**Two lines of the SP0 baseline changed, not the one it predicted.** The note in
`test_story_tree_baseline.py` allowed for the `format` assertion; the `variants` array in
`test_export_keeps_retry_attempts` is the same fact from the other side — a bundle with
coordinates has no use for a repeating group. Everything else in that file still passes
unmodified.
**No migration, no vacuum.** SP6 adds no column and rewrites no row.
**And one trap, paid for once.** `tools/measure_bundle.py` imported `app` before
`tools.stress_session`, which is what points `AIDND_DB_PATH` at a throwaway file —
`app.database` reads it at module scope. It fails by *working*: the first run seeded a
synthetic user and adventure into the local `backend/data.db` and printed perfectly good
numbers, and only the second run tripped over the unique email. Anything importing that
harness must import it first, and the file now says so where the imports are.
### SP7 — Frontend: the tree becomes reachable
`VariantPager` is removed. A branch view replaces it, plus switch, rename and
delete-with-confirm. `api.js` gains the branch endpoints.
**Verify:** this is where the standing open gap gets closed — **drive the 600-action
`--keep` fixture in a browser by hand**, on the same scroll path that has never been
driven and already hid one bug. A vitest + jsdom harness covers the prepend arithmetic;
jsdom has no layout, so scroll position still needs eyes.
**Done, 2026-08-18** (branch `sp7-tree-ui`). **396 tests green**, the 381 SP6 finished
with plus 15 in the new `test_branch_management.py`. Driven by hand against the `--keep`
fixture in Chrome, which is how the one bug below was found.
**Shape chosen: a branch rail, not a spatial node map.** Three mockups were built and
compared before any of it was written, and the deciding argument was not aesthetic. A
node map is a second windowing problem — the fixture this subphase must be verified
against is 600 actions, which is 600 nodes — so building one would have spent SP7 on the
thing that delays the verification SP7 exists to do. The rail ships now; the map is a
later feature and costs nothing extra to add, because both draw from the same
`GET /branches`. The panel sits beside Plot/Memory/Scripts/Insights, which is this app's
existing idiom for a right-hand rail rather than a new one.
**SP7 was not a frontend-only subphase, and the spec above did not say so.** Of the three
operations it names, SP5 had built exactly one. `switch` existed; `rename` had no column
and no route, `delete` had no route at all. So it opens with migration 61
(`branches.name`), a `PATCH` and a `DELETE` — worth remembering for any future subphase
whose one-line spec says "plus the UI for X".
Five things worth not rediscovering:
- **A name is stored; a label is derived.** `branches.name` is NULL until somebody
chooses one, and the client draws an unnamed branch from its fork depth
(`Fork at moment 547`). A generated "branch 4" in the column would be a lie the moment
branch 3 is deleted and the ordinals shift under it; a fork depth is a coordinate, and
nothing can shift it. The v2 bundle carries the name for exactly the reason SP6 gives
for carrying the fork points — it is a decision, not something computed from one.
- **Refusing to delete the head is only half of it.** The other half is refusing any
branch the head was *forked from*: `parent_branch_id` cascades, so deleting an ancestor
takes the head with it and leaves `head_branch_id` pointing at a row that is gone. One
membership test against the head's own `lineage` covers both, because a lineage already
names itself and every branch it borrows from.
- **A deleted branch's cursor has to be cleared, and the reason is SQLite.** On Postgres
a stale branch id simply never resolves. SQLite hands the freed id to the next fork, at
which point the anchor resolves onto a branch it has never seen and reports a stretch
of story as already summarized — losing it from the memories for good. Same class as
the width-mismatch `cosine` returning 0.0: it reports nothing.
- **`VariantOut` had to grow an `id`.** A fork is addressed by the node being taken. The
group renumbers whenever an attempt is added, so an ordinal held across that points at
a different take — the same reason SP4's note called the pager's index match "one line,
and SP7 removes the pager anyway".
- **Four panels reloaded on the wrong thing, and only a browser could say so.**
`actions.length` was the refresh key for the Branches panel, the Status drawer
(script state), Insights and the Memory Bank. **A branch switch does not change the
length of the story** — it changes which story it is. So the Branches panel drew a
one-branch tree while the reader was already on a second, Insights showed the prompt
for the path just left, and the scoreboard kept the other line's numbers. The server
was correct throughout, and nothing in 396 tests could see any of it. All four now key
on `${actions.length}:${stateKey}`, and `stateKey` is bumped by `adoptWindow` — the two
operations that move the head — plus branch deletion, which removes that branch's
memories without a turn being played.
`tools/branch_fixture.py` exists because of this: it builds two branches of **equal
path length**, which is the case `actions.length` cannot distinguish at all. The
`--keep` fixture could not have found it, and neither could a fixture whose branches
happened to differ in length.
**What a switch puts back was checked end to end, not just server-side.** SP5 already
proved `restore_state` in `test_switching_restores_the_script_and_world_state`; what had
never been looked at is whether the *screen* re-reads it. On `tools/branch_fixture.py`,
switching between the two branches moves the World State drawer from **hp 60 to hp 95**
live, redraws the bar, swaps the story to the other take (`hp -5`, not `hp -40`) and
repoints Insights at the other path — "History: 5 of 5 actions", carrying the scratch and
not the beating.
**Every memory is now a memory of a story, not of an adventure — migration 62.** A
hand-written memory used to carry a NULL depth, described as "belongs to the adventure
rather than to a path". That reads as harmless and is not: a NULL is a coordinate no fork
can cap, so a note typed on one line followed the reader onto branches whose events it
never described. `tree.place_memory` anchors it at the head instead — *the story you were
reading when you wrote it* — and it then obeys exactly the rule a summarised memory obeys.
The whole `unanchored` escape clause in `lineage.Path.clause` existed for that one case
and is **deleted**, not merely unused. Its docstring argued a capped `depth <= fork` would
drop a typed memory "the moment its branch stopped being the newest entry"; anchoring is
the better answer to the same worry, because the memory is not exempt from the path, it is
*on* one.
**The drawer shows the path being read, and nothing else.** Same clause as retrieval, so
the bank you can see is the bank the model can see — one question, one answer. The earlier
attempt at this shipped an adventure-wide list with an `on_path` flag and an *another
branch* badge; anchoring makes that redundant, and the field, the badge and its CSS are
gone. Nothing is stranded by hiding: a memory lives on a branch, switching to that branch
shows it, and deleting the branch deletes it
(`test_deleting_a_branch_deletes_the_memories_written_on_it`).
Pinning is unchanged and still path-scoped: it decides *order*, the path decides
*existence*. A pinned memory on a branch you are not reading is not sent, because the path
clause runs before pinning is considered.
**Migration 62 anchors existing NULL-depth memories at depth 0 of their branch**, not at
the tip. 0 is at or before every fork point, so every memory stays visible from exactly
the paths it is visible from today — the anchor takes nothing out of anybody's bank on
deploy. Anchoring at the tip would have emptied them out of every branch forked earlier
than they were typed, on a database with real users on it.
**The scroll path was driven, and it holds.** Three prepends on the 602-action fixture,
60 actions and ~16,200 px each. The same DOM node stayed at viewport top 792 → 787 — a
**5 px drift** across the prepend — and the view stayed 48,174 px from the bottom, so PR
#2's throw-to-the-end does not reproduce. Console clean. One note for anyone measuring it
again: the fixture's prose repeats, so an anchor found by matching *text* lands on an
older copy of the same sentence and reads as a huge jump. Hold the DOM node.
**Still open, deliberately:** no vitest + jsdom harness. The verify line offers
hand-driving *or* the harness and this took the first. The harness remains the thing that
would catch a prepend regression without a person in the loop, and jsdom's lack of layout
means it would not have settled the 5 px question either way.
**One user-visible change nobody asked for, recorded here because a script
author would otherwise find it by being surprised.** Moving `_history` onto
`context_history.story_actions` fixed the branch bug it was there to fix, and
carried a second change with it: `story_actions` drops blank-text rows, which
`adventure.actions` did not. So a user script's `history` array and
`info.actionCount` both got shorter for any adventure holding one. It is the
right shape — a textless row is bookkeeping with no AI Dungeon counterpart, and
the prompt never included one — but a script that fires "every N actions" now
fires on different turns. Not compatible with both readings; this is the one
chosen.
### SP8 — Drop the legacy columns
Only once the tree is proven live. Migration drops `index`, `variants`, `variant_index`,
`variant_count`, followed by `VACUUM FULL actions;`. **Also `adventures.memory_cursor`
and `summary_cursor`** — unread since SP3, kept only so a rolled-back build resumes from
a real number. They are on `adventures`, so dropping them costs no vacuum.
**And `actions.state_before` / `world_state_before`**, unwritten and unread since SP4 for
the same reason: a rolled-back build still finds a real snapshot on every row it wrote
itself. They are deferred JSON on `actions`, so they go in the same rewrite as `index`
and cost nothing extra.
`variant_count` and `variant_index` are the two to check before dropping: SP4 left them
as a maintained cache of the sibling group's shape, because the pager reads both for
every row of a page and must not pay a query per turn to get them. They are dead only
once SP7's tree view has replaced the pager.
**Verify:** full suite; egress ceilings; a measured before/after size, aggregates only.
### SP9 — Takes, not chips: one pager, and a fork that makes a new take
**Why this exists.** SP7 was driven by hand and the tree was unusable. Three things were
wrong, and only the third is a bug:
* **A chip did two different things.** At the tip it switched; above the tip it only
*previewed*, and taking it needed a second button. One control, two meanings, and the
meaning depended on where the player was standing.
* **Nothing could fork but an AI turn that already had a second take.**
`POST /actions/{id}/fork` answers 400 when the turn has one take, so a player's own
message had no way to become anything else and "branch from here" did not exist.
* **Retry only worked on the newest action.** Mid-story there was no retry at all.
**The model, in the player's words.** Every action can gain another *take*. On an AI node
that means regenerate; on the player's own it means type something else. Stepping between
takes is free — `3/3` to `1/3` is navigation, and the story below simply empties, because
that take has no children yet. **A branch is created when you write below a take that is
not the live one**, never before.
That collapses SP5's fork and SP4's retry into one operation and deletes the
tip-versus-past distinction from the UI entirely. It survives only in the implementation,
where it decides whether a write needs a branch at all.
**Takes are grouped by parent, not by coordinate.** This is the load-bearing change.
`attempts.group()` filters `branch_id == … AND depth == …`, and the player's own example
breaks it:
```
B ── C C1 C2 <- three takes, one parent (B)
│ └── D1' D2' <- two takes, parent C2
└── D1 D2 D3 <- three takes, parent C1
```
Standing on the C2 path at that depth must read `2/2`, not `5`. Coordinate grouping gets
that right by accident — writing under a non-live take forks, so the two sets land on
different branches. It gets `C` wrong: once C is forked onto its own branch it is alone
at its coordinate and reads `1/1`, losing C1 and C2 from a pager that must still say
`1/3`.
**Decision: add `actions.parent_id`.** The alternative — making a branch's fork point a
*node* instead of a depth, so a promoted take never moves — was rejected. `lineage` exists
precisely so a read is an OR-clause per branch rather than a walk up parent pointers, and
re-pointing the fork at a node changes path resolution itself, which drags in `cursors`,
memory depths and both bundle formats. `parent_id` is read only to group a turn's takes:
one indexed lookup, never a walk, and nothing about how a path resolves changes. Per SP2's
sizing note an integer beside `depth` is cheap, and the backfill rewrites a heap measured
at 1.7 MB on 2026-08-18.
**`variant_count` / `variant_index` are reprieved, not revived.** SP8 was going to drop
both; the pager needs the group's shape again. It needs it *per parent*, which is not what
either column caches, so SP8 still drops them and SP9 computes the shape from `parent_id`.
**Verify:** the SP0 baseline passes unmodified — a linear story has one take per parent,
and none of this is reachable without a second one. Plus: `2/2` under one take while its
sibling holds `3/3`; a pager that still reads `1/3` after its take has been forked onto its
own branch; a write below a non-live take forks exactly once; a fork on a player's own
message generates a reply.
**Owed:** a migration adding one column, and a `VACUUM FULL actions;` after it.
## Standing constraints
- **No production data is read at any point in this phase.** Migrations, the e2e
baseline and every egress measurement run on local SQLite and the synthetic `--keep`
fixture. If a real Postgres is ever needed for a write path, it is a throwaway
database whose name contains `stress`/`scratch`, and it is asked for first.
- **Any migration that rewrites `actions` is followed by `VACUUM FULL actions;`** on the
direct endpoint, not `-pooler`. SP1, SP4 and SP8 each rewrite every row. **As of
2026-08-18 two are owed** (SP1's and SP4's) and neither has been deployed; one vacuum
after the SP4 deploy settles both.
-117
View File
@@ -1,117 +0,0 @@
# Pokémon League Championship demo: playtest handover
Read this before you resume work on the demo scenario. It covers the current
state of `05-league-championship.json`, what a live 10-turn playtest on
production confirmed, and two bugs the playtest found.
**Last updated: 2026-08-28.**
> **Superseded in part on 2026-08-28.** Both bugs below were investigated against the
> real data and **both root causes named here are wrong**. See
> `plan/16-world-state-refusals.md` for what was actually happening and what was
> changed. The playtest record and the "Confirmed working" section still stand.
---
## Where things stand
The scenario is live at `https://ai-dnd-1gmp.onrender.com` as
**"[Demo] League Championship: Round One"**, seeded from
`backend/app/seed_data/05-league-championship.json`. It replaced an earlier,
weaker draft titled "Road to the Champion" — that old scenario and its stale
test adventure (adventure id 42) are still in the production database. Delete
them by hand from `/scenarios` and `/adventures` when convenient; a delete
click froze the browser tab during this session behind what looked like a
native confirm dialog, so budget time for that if you try again.
The schema nests all five of the player's Pokémon and Milo's Pokémon under
`npcs`, not flattened into `player.<name>_hp` fields. Each npc entry carries
its own `stats` map (`hp`, `status`, and for Milo, `active_pokemon`,
`active_hp`, `active_status`, `pokemon_left`). `player.active_pokemon` is a
text stat that names whichever of the player's Pokémon is currently out. This
design survived a real playtest: see "Confirmed working" below.
Settings on the test account now point at the user's own OpenRouter key,
endpoint `https://openrouter.ai/api/v1`, model `deepseek/deepseek-v4-flash-0731`,
reasoning budget `-1`. The shared demo key's model
(`google/gemma-4-26b-a4b-it:free`) was hitting persistent 429s from OpenRouter
capacity, not from the app's own rate limiter — switch back to it only after
confirming that model isn't still rate-limited.
## Confirmed working: a live 10-turn playtest
Adventure id 43, played turn by turn against DeepSeek V4 Flash on production.
Milo's Graveler and Onix both fainted; Kabutops came out third. Across ten
turns:
- HP tracked correctly on both sides, including sandstorm chip damage each
turn once `sandstorm_active` flipped on.
- `status` stayed correctly independent per Pokémon (all `none` throughout
this run — no status move was tried).
- `player.active_pokemon` and `npc.milo.active_pokemon` both switched
correctly as Pokémon were sent out or fainted (Pidgeotto → Wartortle →
Machoke; Graveler → Onix → Kabutops).
- `player.potions` decremented correctly on use (3 → 2) and the healed
Pokémon's HP rose by the expected amount.
- The World State sidebar reflected every one of these changes live, without
a manual refresh, after the model's reply finished streaming.
This confirms the nested-`npcs` redesign from earlier in the session was the
right fix for "why did you flatten then" — parallel entities with independent
stats work as npcs, not as flattened player fields.
## Two bugs the playtest found
**1. The model sometimes skips the trailing `state` block entirely.**
> **Unconfirmed.** Truncation at `max_output_tokens` removes the block too, and it
> was never ruled out here. See `plan/16`.
On the very first turn of this run, DeepSeek V4 Flash narrated a Wartortle HP
drop but never appended the ` ```state ` block the engine parses. The engine
correctly left the state untouched — this is model non-compliance, not an
engine bug — but the drop was silent: no error, no visible sign in the UI
beyond "the numbers didn't move." A `Retry` on that same turn produced the
delta correctly. Confirmed by reading the raw action row over
`/api/adventures/{id}/actions` — `hasState` came back `false` on the first
attempt and `true` on the retry. If this happens often during your own play,
it is worth an authors'-note reminder or a stronger trailing-instruction
nudge in `engine.py`'s prompt scaffolding, not a schema change.
**2. The model reliably forgets `npc.milo.pokemon_left` and milestones on a
faint, despite an explicit instruction to update both.**
> **Wrong on both halves.** The model emitted `pokemon_left` at *both* faints; the
> engine clamped it to nothing and reported it as applied. And it never emitted a
> milestone because the milestone ids were absent from the prompt entirely. Neither
> was an attention problem. See `plan/16`. `ai_instructions` in
the scenario file already says: *"decrement `npc.milo.pokemon_left` when one
of his faints"* and *"Mark milestones as they happen."* Across two separate
faints in this session (Graveler, then Onix), the model correctly reset
`active_pokemon`/`active_hp`/`active_status` for the incoming Pokémon every
time, but never once touched `pokemon_left` (stuck at `3/3` through both
faints) and never checked off "Knock out Milo's lead Graveler," even though
that milestone was unambiguously satisfied. This looks like the faint
instruction is buried inside a longer bulleted list the model is only
partially attending to. Worth trying: pull the faint-handling instructions
into their own short paragraph, or add a stat-guide line for `pokemon_left`
and the milestones that makes them as visually prominent as `hp`/`status`.
**Separately, not necessarily a bug:** `world.turn` (a `counter` stat defined
in the schema) stayed at `0` for all ten turns. `ai_instructions` never tells
the model to increment it — the instructions cover HP, status, potions,
active_pokemon, and pokemon_left, but not turn. If you want the counter to
mean something, add an explicit line telling the model to bump
`world.turn` by 1 every reply.
## Suggested next steps
1. Decide whether to patch `ai_instructions` for the two gaps above, then
redeploy and play a few more turns to confirm faints correctly decrement
`pokemon_left` and flip milestones.
2. Clean up the stale "Road to the Champion" scenario and adventure 42.
3. Try a status-condition move (Ivysaur's Poison Powder or similar) — this
playtest never exercised the `status` stat changing away from `none`, so
it is unverified in practice even though the schema supports it.
4. If DeepSeek keeps skipping state blocks more than rarely, consider the
trailing-reminder wording in `engine.py` (`build_state_reminder` or
equivalent) rather than switching models — the schema itself is sound.
-343
View File
@@ -1,343 +0,0 @@
# World-state refusals: what the engine throws away, and who gets told
Read this before you play the Pokémon demo again. It records why two bugs in
`plan/15-pokemon-demo-handover.md` were diagnosed wrongly, what the engine was
actually doing, and what changed. Everything here is merged and green. It **has** now been driven in a browser;
read "Driven in a browser" at the end first, because three of the five changes
did not work and one bug explains all three.
**Last updated: 2026-08-28.**
---
## The one sentence version
`apply_delta` records three outcomes for every change the model sends —
`applied`, `clamped`, `rejected` — and everything downstream read only
`applied`. A refused change therefore reached the player as an ordinary chip and
reached the model, on the next turn, as a change that had succeeded.
## What was actually wrong
`plan/15` recorded two bugs and named a cause for each. Both causes were wrong,
and the investigation is worth keeping because the same reasoning trap is easy
to repeat: **the visible evidence was "the number did not move", and the natural
reading of that is that the model never tried.**
### `pokemon_left` was emitted every time
Adventure 43's action rows carry `milo pokemon_left` in `world_changes` at both
faints, each with `"delta": 0, "value": 3`. The model saw the faint and wrote
the path. It was not forgetting anything.
`old == new == 3` is reachable only from a **positive** value. `pokemon_left`
was `min 0, max 3, initial 3, max_delta_per_turn 1`, so `+2` capped to `+1`,
reached 4, and clamped back to the ceiling of 3. Net zero.
So the model sent the remaining count as an absolute — "two left" — instead of
a delta of `-1`. Milo's four stats alternate between the two conventions:
| stat | convention |
|---|---|
| `active_pokemon` | text, absolute |
| `active_hp` | number, delta |
| `active_status` | text, absolute |
| `pokemon_left` | number, delta |
HP survives because damage is naturally phrased as a change. A count is
naturally phrased as a state, so it got text semantics.
**The general rule this produces:** a numeric stat whose `initial` equals the
boundary it moves away from turns every wrong-signed change into a silent
no-op. Every `hp` in the scenario has that shape (`initial == max`). It has
never fired only because damage is phrased as a decrease by luck of language.
### Milestones were never emitted at all
Zero milestone changes across nine AI turns. `EMIT_RULE` asks for
`"milestones.<id>": true` and `apply_delta` matches `<id>` against the schema
key, but `render_state_section` printed only the description, and
`render_reference` skipped the milestones section entirely
(`STAT_SECTIONS = ("world", "player")`). The string `graveler_defeated` was
nowhere in the prompt.
The same playtest is its own control: `sandstorm_active` is a flag, flags
*are* printed by name, and it worked.
### The replay was teaching the model to repeat itself
Found while deciding whether to feed refusals forward, and the most damaging of
the three. `_history_text` re-attached each past turn's state block from
`world_delta["delta"]` — **what the model sent**, not what was applied. So the
turn after the faint contained the model's own block claiming
`"npc.milo.pokemon_left": 2`, directly above a live values line reading
`pokemon_left 3/3`, with nothing to say which was true.
That is a per-turn lesson that sending `2` is correct. The identical mistake at
the second faint is what that lesson predicts.
## What changed
Five changes, on `fix-silent-clamps-and-milestone-ids`.
1. **`Action.world_changes` reports refusals** (`models.py`). Reads `clamped`
and `rejected` beside `applied`. Accepted stats carry `clamped`; refusals
become `kind: "rejected"` entries. The `fix` key is present only when the
engine wrote one — it is empty for every accepted change, and this property
runs for every action of every list response.
2. **The UI distinguishes three outcomes** (`Play.jsx`, `index.css`). Clamped to
a standstill reads `no change — at its limit` on a dashed chip; a partial
clamp is marked `(limited)`; a rejection carries its reason. Dashed and
dimmed rather than red: the rules refusing a change is them working.
3. **Milestones are named to the model** (`engine.py`). The goals line is now
`Goals (mark with milestones.<id>): graveler_defeated — Knock out Milo's lead
Graveler; …`, the same treatment NPCs get with `(npc.milo)`.
4. **Refusals carry a generated correction** (`engine.py`). Each rejection, and
each clamp that moved nothing, builds a `fix` string from the stat definition
at the point of refusal, so it quotes the real limits and lists the real
names. `render_refusals()` renders them into the prompt directly above
`EMIT_REMINDER`, for the previous AI turn only.
5. **History replays what was accepted** (`builder.py`). `applied_delta()`
rebuilds the block from `report["applied"]`, dropping any numeric entry where
`new == old` so a change that moved nothing cannot be copied as a zero.
Plus the demo scenario: `pokemon_left` became `pokemon_fainted`
(`type: counter`, `initial: 0`), which puts a wrong sign on the counter rule
where it is rejected out loud instead of absorbed. The faint instruction moved
into its own paragraph, and a `world.turn` line was added — it sat at 0 for the
whole playtest because nothing ever told the model to move it.
### The design call worth not re-litigating
**A clamp that reduced a change but still moved the value says nothing.** Only
total losses are reported. If you tell a model its 80 damage became 30, it can
treat the shortfall as a debt and send the remaining 50 next turn — which is the
swing `max_delta_per_turn` exists to prevent. A rejection has no partial credit
to chase. `test_a_clamp_that_still_moved_the_value_says_nothing` pins this.
## How to test it
532 backend tests pass and the frontend builds. **The UI work has no automated
cover** — this project has no frontend test runner, which is the standing
reason its UI bugs are found by hand.
Run the backend from `backend/` with
`.venv/Scripts/python.exe -m pytest tests/`. The new file is
`tests/test_change_visibility.py` (23 tests). Each of the three mechanisms fails
its own test when disabled; that was checked by sabotage, not assumed.
To drive it, re-seed the scenario and play the demo:
1. **A refusal chip.** Open the World State drawer, use its ✎ edit mode to put
Milo's `active_hp` at full, then play a turn where he takes no damage but the
model tries to heal him. Easier and more reliable: send a deliberately wrong
block by editing an AI turn. What you are looking for is a dashed chip
reading `no change — at its limit`, not a `+0`.
2. **The milestone.** Knock out Graveler. `graveler_defeated` should tick, and
a `✓ graveler defeated` chip should appear. This is the single clearest
pass/fail in the whole change — it never once happened before.
3. **The faint counter.** At the same faint, `pokemon_fainted` should go 0 → 1.
If the model sends an absolute again, it is now refused rather than absorbed,
and the refusal note should appear in the *next* turn's prompt. Read it under
Insights → the turn's context snapshot, section `world_state_refusals`.
4. **The replay.** In the same snapshot, check the replayed history: a past
turn's `state` block should carry only the changes that were accepted.
5. **`world.turn`** should now advance by 1 per reply.
Check the narrow layout too. The chips grew longer text, and `.chg` is inside
the story column with nothing to scroll sideways — `overflow-wrap: anywhere` is
doing the work, and it was not re-checked at 390 px. Chrome clamps its minimum
window width to ~500 px, so relaunch with `--window-size=` rather than trying to
resize a maximized window.
## Still open
- **The missing `state` block from `plan/15` bug 1 is unexplained.** Truncation
at `max_output_tokens` removes the block, which `LENGTH_HEADROOM` exists to
prevent, and it was never ruled out. The distinguishing evidence is whether
the narration ends mid-sentence with `finish_reason: length`.
- **Every `hp` stat still has the `initial == max` shape.** Now visible when it
bites, rather than silent, but not designed out.
- ~~**The stale "Road to the Champion" scenario and adventure 42** are still on
production. Deleting them is hand-work and was deliberately not automated.~~
Automated on 2026-08-28: `seed.py` now deletes seeded scenarios no seed file
claims. Adventure 42 survives with a NULL `scenario_id`, and losing the cover
art is the whole cost.
- **The Bandit Camp demo (`04-rpg-world-state.json`) was not checked** for the
same milestone problem. Its milestones were equally unnamed to the model
before this change, so it is worth asking whether one has ever fired there.
---
## Driven in a browser, 2026-08-28
Adventure 45, four turns, on production against the demo model. Two of the five
changes worked. Three did not reach anyone, for one reason.
### The bug: the stored column dropped two of the three lists
`world_delta_of` in `routers/adventures.py` wrote `delta` and `applied` only.
Every consumer that distinguishes outcomes reads the other two:
- `Action.world_changes` builds `clamped_paths` from `world_delta["clamped"]`,
so every chip carried `clamped: false`. `Play.jsx`'s `blocked = c.clamped &&
d === 0` could never be true, and `(limited)` could never render.
- With no `rejected` list, a `kind: "rejected"` chip was unreachable.
- `worldstate.refusals` reads both lists, so `render_refusals` always returned
an empty string and no correction ever reached the next prompt.
The `fix` string survived only because the engine stores it inside the `applied`
entry. Turn 3 is the record: the snapshot's `report.clamped` held
`npc.ivysaur.hp` and `npc.milo.active_hp` with correct `fix` text, both chips
came back `clamped: false`, turn 4's prompt contained no correction, and the
model repeated the same mistake.
`world_delta_of` now carries all three lists.
**Why the 21 tests passed.** The `action()` helper in
`test_change_visibility.py` built the column by hand as `{"delta": delta,
**report}`, with every list present. The write path was never exercised. The
helper now fills the column through `world_delta_of`. Removing the two lines
again fails 9 of the 23 tests; that was checked, not assumed.
### The two that were not code faults
`graveler_defeated` never fired and `world.turn` never moved. Both instructions
are present and correct in the assembled prompt: the goals line reads `Goals
(mark with milestones.<id>): graveler_defeated — …`, and the scenario says to
add 1 to `world.turn` every reply. The demo model ignores both. Change 3
landed; the model is the limit.
### The absolutes were coming from the scenario's own wording
The model sent a total, not a change, for almost every number:
`npc.ivysaur.hp: 96`, `npc.milo.active_hp: 65` then `88`, `player.potions: 2`.
Because every `hp` has `initial == max`, each one clamped back to where it
started. `potions` went **up** when the player spent one.
`EMIT_RULE` does say "CHANGES ONLY, as deltas (not new totals)", and
`EMIT_REMINDER` repeats "deltas only". The scenario contradicted both at closer
range. `milo.active_hp.desc` said "**Reset this to** the newcomer's full HP",
which is an instruction to send an absolute, and that desc is injected every
turn. The bullets said "**Drop** the HP … and **raise** it", naming a direction
but never a sign. The only line that said "(not a delta)" was
`player.active_pokemon`, so naming the exception made the rule look optional.
The one stat whose desc used delta wording, `pokemon_fainted` ("Add 1 each
time"), is the one that worked.
Fixed in `05-league-championship.json`: every `hp` desc and the potion desc now
state the sign, the bullets do too, and the lead-in says plainly that every
number is a change with a worked example. `milo.active_hp.max_delta_per_turn`
went 65 → 98, because a switch legitimately moves that stat a full bar and the
old cap made the reset unreachable in one turn.
**Not fixed:** the `initial == max` shape itself. It is now loud rather than
silent, and the wording removes the usual cause, but the shape is still there.
---
## Driven against Claude, 2026-08-28
The four turns above ran on the free demo model, which ignored two instructions
that were present and correct in the prompt. To separate model behavior from
code, the same demo was played again through `backend/tools/claude_shim.py`, an
OpenAI-compatible endpoint backed by the local `claude` command line tool. The
model was `sonnet`. See the README for how to run it.
Every one of the five changes worked:
| Turn | Chips |
|---|---|
| 1 | `turn +1`, `active pokemon → Wartortle`, `wartortle hp -8`, `milo active hp -46`, dashed `type advantage used refused — no such flag` |
| 2 | `turn +1`, `milo active hp -52`, `milo pokemon fainted +1`, `milo active pokemon → Onix`, `✓ graveler defeated` |
| 3 | `turn +1 (limited)`, dashed `milo active hp no change — at its limit` |
| 4 | `turn +1`, `milo active hp +32`, `✓ type advantage used` |
`graveler_defeated` fired for the first time in five playtests, `world.turn`
moved every turn, `pokemon_fainted` went 0 to 1 at the faint, and every HP number
was a signed change rather than a total. The two failures left open above were
the demo model, not the instructions.
**The refusal loop is verified end to end.** Turn 3 clamped to nothing. Turn 4's
assembled prompt, read from `GET /api/adventures/1/actions/9/context`, carried
the correction verbatim:
```
[Part of your last state block was not applied. Correct it in this turn's block:
- `npc.milo.active_hp` did not move. It is already at its minimum of 0 (it runs
from 0 to 98; it moves at most 98 per turn).]
```
The model's next delta was `{"world.turn": 1, "npc.milo.active_hp": 32,
"milestones.type_advantage_used": true}`. That is the loop the whole change
exists for, and it had never been observed running.
### The one bug that is still a schema fault
At the faint the model set `npc.milo.active_pokemon` to `Onix` and sent no
positive `active_hp` change, so Onix arrived on the field at 0 of 98 and every
later hit was refused. Sonnet followed the rest of the scenario closely, so this
is the schema rather than the model: `active_hp` is one stat with one `max` of
98, shared by Graveler at 98, Onix at 90, and Kabutops at 88. A switch has to
raise it, and nothing in the schema can raise it on the referee's side.
The fix is to give Milo's three Pokemon their own NPC entries, which also removes
the `initial == max` shape from this demo. Not done: the session's remaining time
went to the guest starter instead.
### Cost
About $0.04 a turn, billed against the Claude subscription rather than a card.
Roughly 13k of each request's 20k prompt tokens is the command line tool's own
overhead; the app's prompt is about 7k.
---
## What shipped alongside it, 2026-08-28
**A permanent local test rig.** `backend/tools/claude_shim.py` is now in the
repo. It finds the `claude` binary through `AIDND_CLAUDE_BIN`, then `PATH`, then
the per-user install, and takes `--port` and `--claude`.
**The demo says Pokemon in its title, and has a Pokeball for cover art.**
`05-league-championship.json` is now `[Demo] Pokemon League Championship: Round
One`. Renaming a seed exposed a fault: `seed.py` matches a seed to its row by
title, so a rename inserted a second public scenario and stranded the first,
which is the same failure this file records for "Road to the Champion". Seeds
now carry `previous_titles`, and `_find_renamed` lands the rename on the
existing row. The scenario kept its id, and no orphan appeared.
The cover art is a 3.2 kB PNG data URI. An SVG one was tried first and stored as
an empty `image_url`: `app/images.py` accepts raster formats only, on purpose,
because SVG can carry script and these bytes are served from the app's own
origin. `backend/tools/make_pokeball.py` draws the ball with `zlib` alone, so
regenerating it needs no image library.
**Seeded scenarios no seed file claims are deleted.** `previous_titles` stops a
rename stranding a row, but the rows already stranded still needed deleting by
hand on every deployment. `_sweep_unclaimed` removes them on the next boot. Only
a NULL owner with `is_public` is reachable, so nothing a player made can be
touched, and `adventures.scenario_id` is `ON DELETE SET NULL`, so an adventure
started from a deleted demo keeps its story and loses only the artwork. The
sweep is skipped when a seed file fails to parse, and an empty seed directory
never reaches it: neither reads as an instruction to delete live content.
**Every new guest gets the played adventure.** `app/starter.py` copies a shipped
export bundle into each new guest account, from the guest mint in
`routers/auth.py`. The bundle is this session's adventure trimmed to its first
two exchanges, which ends on the knockout and shows an applied change, a refused
one, and a milestone. It stops before the Onix bug above, and the state it
leaves has Onix at its own 90 HP so a guest can play on from it.
An adventure has no cover art of its own and inherits its scenario's, and a
bundle carries no scenario id, because an id is local to one database. The
starter file names its source under `scenarioTitle` instead, and
`starter._link_scenario` looks it up, so the copy shows the Pokeball rather than
a monogram tile.
The row building that `POST /adventures/import` did inline moved into
`bundle.materialize`, which both callers now use. The limit and rate checks
stayed in the endpoint: the starter writes a file the server ships, so it has no
untrusted list to cap. `tests/test_starter_adventure.py` covers the file, the
copy, the chips, the playable end state, and the two failure paths.
-582
View File
@@ -1,582 +0,0 @@
# Phase 17: refactor for readability
The code works and it is tested. It is also hard to read, because four files hold
most of it, one schema migration is half finished, and the published guide is a
hand-maintained copy of another file. This phase fixes those three things without
changing what the app does.
## How to use this file
This file is both the plan and the running status. Update the progress table at
the end of every stage. Read the table first when you pick the work back up.
Each stage lands as its own commit on `refactor-17`. No stage starts until the
stage before it is green.
## Progress
| Stage | Work | Status | Landed |
|---|---|---|---|
| 0 | Hygiene: worktrees, branches, undocumented settings | done, except the branch deletion | 2026-08-29 |
| 1 | Split the four largest files | done: one test setup, and all four files split | 2026-08-29 |
| 2 | Remove duplication | done: all seven items | 2026-08-29 |
| 3 | SP8: drop the legacy columns | code done, all eight columns gone; the deploy and `VACUUM FULL` remain | 2026-08-29 |
| 4 | Documentation | not started | |
| 5 | A frontend test runner | not started | |
## Baseline
Record these numbers before you start. They are how you tell a refactor from a
rewrite.
- 549 backend tests pass in 103 seconds.
- `backend/app` holds 13,486 lines across 45 files.
- `backend/tests` holds 12,221 lines across 38 files.
- `frontend/src` holds 9,171 lines across 21 files.
- The app exposes 70 endpoints and applies 64 migrations on boot.
Run the suite with `cd backend && .venv/Scripts/python.exe -m pytest tests/ -q`.
## What the review found
### The code is clean at the statement level
A scan for unreferenced functions across `backend/app` returned only FastAPI route
handlers, which the decorator references rather than the name. A scan of
`index.css` found 5 unused class names out of 373, and every one of the 5 is either
CodeMirror's or built from a template string. There is no dead code to delete and
no `TODO` or `FIXME` anywhere in the tree.
Read that as a constraint. The gains in this phase come from moving code, not from
finding rot.
### Four files hold most of the complexity
| File | Lines | What it holds |
|---|---|---|
| `backend/app/routers/adventures.py` | 2353 | Nine concerns: the turn engine, branches, takes, import and export, adventure scripts, refresh from scenario, insights, memory CRUD, and action CRUD |
| `frontend/src/pages/Play.jsx` | 2280 | 27 components, plus a 722-line `Play()` holding 18 `useState` calls and 7 `useEffect` calls |
| `frontend/src/index.css` | 2865 | One stylesheet. The `max-width: 720px` block at line 2655 overrides rules written 2000 lines above it |
| `backend/app/worldstate/engine.py` | 918 | Four jobs: parse a delta, apply a delta, render the context sections, and instantiate a schema |
### The schema is half migrated
`plan/14-phase-story-tree.md` defines SP8, which drops the columns the tree
replaced. SP8 was gated on the tree running in production. It now does. Eight
columns are still written on every turn and read by nothing:
- `actions.index`, `variants`, `variant_index`, `variant_count`
- `actions.state_before`, `world_state_before`
- `adventures.memory_cursor`, `summary_cursor`
Until they go, `models.py` carries two vocabularies for one idea, and every reader
has to be told which one is live.
### The published guide is a hand-written copy
`docs/guide.html` is 84 KB of hand-written HTML covering the same material as the
63 KB `docs/GUIDE.md`. Nothing generates one from the other. They have already
drifted: the HTML last changed on 2026-08-20 and the Markdown on 2026-08-28, and
section 3.6, "Counting visits", exists only in the Markdown. GitHub Pages publishes
the HTML, so readers get the stale copy. `docs/architecture.html` is 87 KB of
hand-written HTML with no Markdown source at all.
### Duplication the tests already protect
- `worldstate.apply_delta` and `apply_override` each re-implement the same path
routing for `flags.`, `milestones.`, and `npc.<id>.`. That is six parallel
branches at `engine.py:573`, `587`, `617`, `675`, `697`, and `740`.
- 35 of the 38 test files repeat the same 8-line temporary-database prologue. There
is no `conftest.py`.
- `ScriptedProvider` or `FakeProvider` is defined 12 times, once per test file that
needs a fake model.
- The debounced autosave helper is copied into `Play.jsx:204`,
`ScenarioEditor.jsx:23`, and `ScriptEditor.jsx:22`.
- `get_adventure_or_404` is called by hand in about 20 handlers. It is a function,
not a dependency, so every handler repeats the call.
- `routers/chat.py:22` imports `SSE_HEADERS` and `sse` from `routers/adventures.py`.
One router reaches into another for shared plumbing.
### One setting is documented nowhere
`AIDND_TRUSTED_PROXY_HOPS` is read at `limits.py:55`. It does not appear in
`backend/.env.example`, `README.md`, or `render.yaml`. It sets how many proxy hops
`client_ip()` trusts, which is what stops a rotated `X-Forwarded-For` header from
buying a fresh rate-limit bucket. If a deployment adds a proxy hop and nobody sets
this variable, the bypass comes back silently.
The unprefixed `DATABASE_URL` that `database.py:24` also accepts turned out to be
documented already, inside the `AIDND_DATABASE_URL` entry in
`backend/.env.example`. No change needed there.
### `Settings.stream` is dead
`models.py:622` defines the column, and `schemas.py:452` and `499` expose it.
Nothing reads it in the backend or the frontend. This is item S1 in
`docs/self-review.md`.
### Local clutter
Everything here is gitignored, so it costs repository weight nothing. It costs disk
and attention.
- Two abandoned worktrees, each a full copy of the tree:
`.claude/worktrees/simplify-comments` and `.claude/worktrees/sp7-tree-ui`. Both
branches landed on `main` as squashes.
- 21 local branches. 13 read as unmerged to `git branch --no-merged`, and
`plan/STATUS.md` already records that they landed as squashes.
- Three stale SQLite files in `backend/`: `data.backup-2026-07-06.db`,
`data.backup-pre-phase8.db`, and `scroll_fixture.db`, 2.9 MB together. The live
local database, `backend/data.db`, is not one of them and is not touched.
## Stage 0: hygiene
No source changes. Do this first, so later stages run against a quiet tree.
1. Remove both worktrees with `git worktree remove`, then delete the branches that
landed as squashes. Verify each one first: a branch is safe to delete when
`git log main..<branch>` names only commits whose message already appears in
`git log main`.
2. Delete the three stale `.db` files. Leave `backend/data.db` alone.
3. Add `AIDND_TRUSTED_PROXY_HOPS` to `backend/.env.example`, with the reason it
exists. Add it to the deploy section of `README.md` too, because that is where
somebody putting the app behind another proxy looks.
**Check:** the suite still passes, and `git status` is clean.
### What Stage 0 actually did, 2026-08-29
Both worktrees are gone, which freed about 104 MB. Removing `sp7-tree-ui` needed one
extra step: a Vite dev server had been running out of that worktree since
2026-08-18, holding `frontend/.vite` open and owning port 5173. It was serving a tree
54 commits behind `main`. Stopping it freed the directory. Restart the real one with
`start.ps1`.
The three stale `.db` files are deleted. `backend/data.db` is untouched.
`AIDND_TRUSTED_PROXY_HOPS` is now in `backend/.env.example` and in the README deploy
section.
**Still owed.** The 19 squash-landed branches are still there. `git branch -D` is
blocked by the permission classifier, which is a reasonable guard on a destructive
command. All 19 are verified safe by the rule above. Run this to clear them:
```
git branch -D bugfix-code-review docs-story-tree fix-prepend-autoscroll \
fix-silent-clamps-and-milestone-ids fix-store-refusals-and-delta-wording \
handover-2026-08-17 measure-post-vacuum-sizes phase-14-story-tree \
phase-7-public-repo phase-8-accounts sp1-tree-schema sp10-memory-bank-eviction \
sp2-branch-clause sp3-node-cursors sp4-sibling-nodes sp5-fork-on-continue \
sp6-bundle-v2 sp7-tree-ui sp7b-take-pager worktree-keep-fixture-and-status \
worktree-simplify-comments
```
`worktree-keep-fixture-and-status` is the one that needed checking by hand. Its
commit subject appears nowhere in `main`, but the `--keep` flag it adds is on `main`
at `tools/stress_session.py:764`, along with both gotchas the message describes, at
`:686` and `:692`. Only the message differs.
The remote branches are left alone. Deleting those is a separate decision.
## Stage 1: split the four largest files
Every change in this stage moves code. None of it changes behavior. The 549 tests
are the check, and they must pass without being edited, except where this section
says otherwise.
### `routers/adventures.py` becomes a package
Split it into `backend/app/routers/adventures/`:
| Module | Holds | Source lines |
|---|---|---|
| `__init__.py` | The `APIRouter`, the shared dependencies, and re-exports | |
| `paging.py` | `ACTION_LIST_COLUMNS`, `ACTION_PAGE`, `action_window`, `annotate_takes`, `current_window` | 27-146, 1203-1261 |
| `crud.py` | List, create, get, patch, delete, plus the script-state and world-state readers | 225-580 |
| `turns.py` | The turn engine: `generate_turn`, `_generate_turn`, `run_player_turn`, the turn lock, and the SSE helpers | 581-1004 |
| `takes.py` | Retry, variants, takes, forking, and undo | 1005-1192, 1503-1778 |
| `branches.py` | The branch endpoints | 1193-1502 |
| `bundle_io.py` | Export and import | 1779-1837 |
| `scripts.py` | The per-adventure script endpoints | 1838-1941 |
| `refresh.py` | Refresh from scenario | 1942-2152 |
| `insights.py` | The context dry run and the per-action context | 2153-2189 |
| `memories.py` | Memory bank CRUD | 2190-2279 |
Target no file above 450 lines.
**The tests couple to the module, so read this before you start.** Twelve test
files call `monkeypatch.setattr(adventures, "OpenAICompatibleProvider", ...)`.
`monkeypatch` replaces a name in the module where the calling code looks it up, so
re-exporting from `__init__.py` does not keep those patches working. Once
`_generate_turn` lives in `turns.py`, the target becomes
`adventures.turns.OpenAICompatibleProvider`.
Do Stage 2's `conftest.py` work first if you want that to be a one-line change
instead of twelve. Otherwise retarget all twelve here. The other patched names are
`adventures.limits`, `adventures.check_demo_cap`, `adventures.generate_turn`, and
`adventures._active_turns`, each used once.
Keep these importable from the package root, because tests import them by name:
`ACTION_PAGE`, `SNIPPET_MAX`, `_snippet`, `world_delta_of`, `acquire_turn_lock`,
`retry_action`, `undo_turn`, and `_active_turns`.
`_active_turns` is module-level mutable state guarded by a lock. It must live in
exactly one module, `turns.py`, and every other module must import the module and
reach through it. If two modules import the set by value, the lock guards two
different sets and the turn lock stops working.
### What the router split actually did, 2026-08-29
`backend/app/routers/adventures.py` is now a package of 14 modules. The largest
is `turns.py` at 443 lines. Four modules exist that the table above does not
list, because the plan's eleven still mixed unrelated work:
| Extra module | Why it exists |
|---|---|
| `deps.py` | Holds the `APIRouter` and the ownership check. It imports nothing else in the package, so every endpoint module can import the router without importing its siblings. |
| `scenario_text.py` | Copying a scenario's text and cards has two callers, `crud.create_adventure` and `refresh`. Leaving it in either one made the other import an endpoint module. |
| `nodes.py` | Story-tree navigation that four modules use: `last_action`, `next_index`, `next_depth`, `stand_on`, `db_tip`, `delete_turn`. |
| `actions.py` | The three action endpoints. They page and delete rather than play a turn, so they do not belong in `crud.py`. |
Two decisions differ from the plan above.
**The package root does not re-export `acquire_turn_lock` or `_active_turns`.**
The plan said to keep them importable, but that makes a broken patch look like a
working one. Rebinding `adventures.generate_turn` changes the alias and leaves
every caller reading the original, and the test still passes. Leaving those names
off the package root raises `AttributeError` instead. Eighteen test call sites and
four in `backend/tools/` now say `adventures.turns.<name>`. The package root still
re-exports the pure helpers, so `adventures.ACTION_PAGE`, `adventures.undo_turn`,
and `chat.py`'s `from .adventures import SSE_HEADERS, sse` are unchanged.
**`world_delta_of` lives in `turns.py`.** It reads as a world-state helper and sat
beside the world-state endpoints, but `_generate_turn` is its only caller.
`_active_turns` behaved as the plan warned. Every module reaches it as
`turns._active_turns`, and a check confirms the four modules see one set object
and one lock.
One test coupled to the router for an unrelated module: it called
`adventures.worldstate.instantiate`. It imports `app.worldstate` directly now.
The split moved text rather than retyping it. An AST comparison against the
pre-split file confirms all 86 definitions are identical, once the `turns.`
prefix is normalized away. The 549 tests pass, and the OpenAPI schema still lists
the same 35 operations.
### `worldstate/engine.py` becomes a package
Split `backend/app/worldstate/engine.py` into four modules under
`backend/app/worldstate/`:
- `schema.py`: `has_schema`, `instantiate`, `reconcile`, `band_label`, `npc_name`,
`npc_triggers`, `_initials`.
- `parse.py`: `extract_delta`, `_tolerant_load`, `render_delta_block`,
`applied_delta`, `refusals`, `render_refusals`.
- `apply.py`: `apply_delta`, `apply_override`, and the shared path resolver Stage 2
introduces.
- `render.py`: `render_state_section`, `render_reference`, `_stat_line`,
`_describe_stat`.
`worldstate/__init__.py` re-exports every public name it exports today, so no call
site changes. The engine is imported as a module, not monkeypatched, so this split
carries none of the router's test coupling.
### `pages/Play.jsx` becomes a directory
Split it into `frontend/src/pages/Play/`:
- `index.jsx`: the page component.
- `usePlaySession.js`: the 18 `useState` calls and 7 `useEffect` calls that drive
one adventure, behind one hook.
- `panels/`: `PlotPanel`, `MemoryPanel`, `ScriptsPanel`, `InsightsPanel`,
`BranchPanel`.
- `drawers/`: `StatusDrawer`, `WorldStateDrawer`, and the `StatRow`, `StatGroup`,
`StateTree`, and `StateValue` parts they use.
- `reports/`: `StateChangeChips`, `WorldStateReport`, `ScriptReport`,
`CacheReport`, `TokenBreakdown`.
- `TakePager.jsx`, `RefreshModal.jsx`.
There is no frontend test runner until Stage 5, so this split is verified by
`npm run lint`, `npm run build`, and by driving the Play screen in a browser. Drive
it. `plan/STATUS.md` records that the last two Play bugs were both found by hand and
were unreachable from any test that existed.
### `index.css` becomes a directory
Split it into `frontend/src/styles/`, imported in order from `index.css`:
`tokens.css`, `base.css`, `nav.css`, `cards.css`, `play.css`, `drawers.css`,
`schema-editor.css`, `insights.css`, `modals.css`, and `theme.css`.
Move each `@media` block next to the rules it overrides, rather than leaving one
`max-width: 720px` block at the end. Keep the source order identical when you move
rules, because CSS resolves ties by order and the file relies on that in at least
two known places, recorded in `plan/STATUS.md` and in the comments at
`index.css:1011` and `1082`.
**Check:** 549 tests pass, `npm run lint` and `npm run build` are clean, and the
Play screen works in a browser at desktop and at 500 px wide.
### What Stage 1 actually did to the frontend, 2026-08-29
`Play.jsx` is now `frontend/src/pages/Play/`, twelve files. The largest is
`index.jsx` at 781 lines. `index.css` is now an `@import` list over
`frontend/src/styles/`, eighteen files.
Two decisions differ from the plan above.
**`usePlaySession.js` does not exist yet.** The page component still owns all of
the session state. Moving eighteen `useState` calls and seven `useEffect` calls
is a rewrite, not a move, and no frontend test would catch a mistake in it
today. It waits for Stage 5.
**The `@media` blocks stayed where they were.** `responsive.css` still holds one
`max-width: 720px` block, at the end of the import order. Moving a `@media` block
next to the rules it overrides moves it earlier in the cascade, which changes
which of two equal-specificity rules wins. Nothing in the test suite would catch
that. Do this after Stage 5.
Each split is verified by a different proof, because neither one has a test:
- CSS: the parts rebuild `index.css` byte for byte, and the built bundle is
identical before and after at 56686 bytes.
- JSX: every non-blank line of the original appears exactly once, in order, across
the twelve files. A name-resolution check confirms every identifier each file
references is defined or imported there, with no unused imports.
The line split stranded a comment at six of the boundaries. A leading comment
sits above the section it describes, so each boundary cut one loose and left it
at the end of the file before it. All six moved to the section they describe.
`npm run lint` and `npm run build` are clean, and 549 tests pass. Driving the
Play screen covered the story view, all five panels, both drawers including the
world-state edit form, the branch map, the refresh dialog, and the take pager,
which stepped onto a take that lives on another branch and switched to it. The
console reported no errors. The extension cannot resize the render viewport and
the app sends `X-Frame-Options: DENY`, so the narrow-width check ran by setting
the `max-width` media queries to `all` in the live stylesheet. All 71 narrow
rules found their elements: the nav collapses to one button, the panel tabs move
onto the title row, a panel fills the screen, the composer stacks, and both
drawers become edge tabs.
## Stage 2: remove duplication
Each item here is small and is covered by tests that already exist.
1. **One path resolver in `worldstate`.** `apply_delta` and `apply_override` route
`flags.<name>`, `milestones.<id>`, `npc.<id>.<stat>`, `world.<stat>`, and
`player.<stat>` with parallel code. Extract a resolver that returns the
container, the stat definition, and the kind, then let the two functions differ
only in the write rule. Their rules genuinely differ, so do not merge the
functions themselves. `apply_override` ignores `cooldown`,
`max_delta_per_turn`, and the rule that a counter cannot decrease, and it lets a
milestone be un-set. `tests/test_worldstate.py` covers both.
2. **Add `backend/tests/conftest.py`.** Move the temporary-database prologue there,
so the other 35 files drop 8 lines each. The prologue has to run before
`from app.main import app`, because `main.py` calls `bootstrap(engine)` at import
time. A `conftest.py` runs before any test module, which satisfies that.
3. **One fake provider.** Move `ScriptedProvider` and `FakeProvider` to `conftest.py`
as one fixture, replacing 12 copies.
4. **Move the SSE helpers out of the router.** Put `sse`, `SSE_HEADERS`, and
`turn_error` in `backend/app/sse.py`, so `chat.py` stops importing from
`adventures`.
5. **Make `get_adventure_or_404` a dependency.** About 20 handlers repeat the call.
A `Depends` removes the line from each one and puts the ownership check in the
signature, where a reader looking for it expects it.
6. **One `useDebouncedSave` hook** in `frontend/src/hooks/`, replacing the three
copies.
7. **Delete `Settings.stream`.** Remove the column, the two schema fields, and add
the migration that drops it. This is item S1 in `docs/self-review.md`. Mark it
applied there.
**Check:** 549 tests pass. Test count may drop if consolidating fixtures removes a
duplicate case. If it does, say which case and why in the commit message.
### What Stage 2 actually did, 2026-08-29
All seven items landed. Items 2 and 3 went in early, with the test setup in
`32cd7c1`, because the conftest had to exist before the router split could move
any test. Items 1, 4, and 5 are `2c57b1c`. Items 6 and 7 are `e0bf2b6`.
**Item 1, the path resolver.** `_resolve` returns a `_Target` naming the kind,
the section, the key, the stat definition, and the character, or a rejection.
The two callers now differ only in the write rule, which is what the item asked
for. Building the container is a method on `_Target` rather than part of
resolving, because a rejected path must not leave an empty section behind.
A refactor here is hard to check by reading, so it was checked by running. A
differential harness fed 3960 generated payloads through the old and the new
implementation and compared the state and the report. Ignoring `fix`, there are
zero differences. 674 rejections gained a `fix` string and none lost one, all of
them in `apply_override`, which had been the terser of the two. That is an
improvement rather than a regression: `apply_delta` already worded those
strings, and the world-state editor renders them.
**Item 5, the ownership dependency.** All 32 handlers converted, not the 20 the
review estimated. Two proofs, because tests alone would not catch a change in
the order of the checks or in the public HTTP surface:
- An AST pass confirmed the `get_adventure_or_404` call was the first statement
in every one of the 32 handlers. If it were not, hoisting it into a dependency
would move work that used to run after something else.
- The generated OpenAPI document was diffed against one built from a `git clone`
at `HEAD`. The only difference is that `rename_branch` now lists `branch_id`
before `adventure_id`, which is parameter order in the spec and not a route
change.
Seven tests in `test_state_revert.py` needed updating. They call handlers as
plain functions rather than over HTTP, so they have to pass `adventure=` now.
That file is the only one that does this.
**Item 7 needed a migration guard.** Migration 65 drops `settings.stream`, and
it is the first migration that drops a column. `_column_already_there` already
existed for the `ADD COLUMN` case. Dropping needs the mirror, `_column_already_gone`,
because `create_all` builds the current schema, which is already missing the
column, and fixtures like `test_tree_migration.pre_tree` stamp an old version
against a database built that way and replay. Verified by running migration 65
twice, once against a database that still had the column and once against one
that did not.
**One duplicate was left alone.** `FakeProvider` in `test_chat.py` is not a copy
of `ScriptedProvider`. It records the key, model, and endpoint it was
constructed with, which is how the chat tests assert on what would have gone
over the wire. `fakes.ScriptedProvider` streams replies and records prompts.
Merging them would give one class two unrelated jobs.
## Stage 3: SP8, drop the legacy columns
This is the only stage that touches the production database. Follow
`plan/14-phase-story-tree.md`, which specifies it.
1. Confirm nothing reads the eight columns. `ACTION_LIST_COLUMNS` in the adventures
package lists `index`, `variant_count`, and `variant_index` today, so that tuple
changes here. `bundle.py:37` and `context/history.py:424` both describe `index`
as unread; verify that rather than trusting the comment.
2. Add the migration that drops them. Remove the columns from `models.py`, and
remove the fields from `schemas.py` and from `ActionOut`.
3. Deploy, then run `VACUUM FULL actions;` on the direct Neon endpoint, not the
`-pooler` one. Dropping a column rewrites toasted values, and nothing reclaims
that space on its own. `plan/STATUS.md` records what happened the last time
nobody ran it: the database reached 144.2 MB against a 512 MB tier.
4. `VACUUM FULL` takes an `ACCESS EXCLUSIVE` lock, so the app blocks on `actions`
for the duration. It took 5.5 seconds at 144 MB.
**Check:** 549 tests pass, `/api/health` answers `{"ok":true}` after the deploy, and
one existing adventure opens, takes a turn, retries it, and pages back through the
transcript.
### What Stage 3 actually did, 2026-08-29
Steps 1 and 2 landed. Step 3, the deploy and the `VACUUM FULL`, is still open,
because it runs against production and belongs with the release, not with the
branch.
**Step 1, the read audit.** Nothing outside the migrations reads the eight
columns. `TakePager.jsx` reads `action.take_count` and `action.take_index` only,
which is what makes dropping the three payload fields safe. The comments in
`bundle.py` and `context/history.py` were accurate.
**Step 2, the drop.** Migrations 66 to 73 drop one column each. `index` is a
keyword in SQLite, so migration 71 quotes it. `models.py`, `schemas.py`, and
`ACTION_LIST_COLUMNS` lost the same eight, `Adventure.actions` now orders by
`id`, and `attempts.renumber`, `context/history.max_action_index`, and
`nodes.next_index` are deleted.
Two problems came out of the migration passes rather than the DDL:
- `_split_variants_into_siblings` wrote through `Base.metadata.tables["actions"]`,
the live ORM table, so it stopped compiling the moment migration 66 removed
five of its columns. It now writes through `_ACTIONS_AT_60`, a frozen `Table`
carrying its own `MetaData`. That declaration is a snapshot of a past schema
and must not be updated to track `models.py`.
- Five passes read columns that migrations 66 to 73 drop. A `create_all`
database replays every migration against the current schema, so each pass now
calls `_has_columns` and returns early when the columns are absent. This is
the rule `_column_already_there` applies to DDL, applied to the passes.
`bootstrap` gained a `through` argument. A migration test that asserts on
something a later migration removes stops at the version it is about, rather
than reading a schema several versions newer.
**One pre-existing bug found and not fixed.** `bundle._write_nodes` never sets
`Action.parent_id`, and `paging.annotate_takes` groups on `parent_id`, so an
imported adventure's take pager reads 1 of 1. The frontend has read only
`take_count` since SP9, so this predates Stage 3 and is not a regression from
it. `test_retry_variants.py` documents it.
**Check:** 555 backend tests pass, up from 549. `test_tree_migration.py` gained
eight parametrized cases asserting each column is gone after a real schema-45
database migrates all the way. A `create_all` database would pass those without
running the migration, which is why the fixture is a frozen pre-tree one.
## Stage 4: documentation
1. **Generate `docs/guide.html` from `docs/GUIDE.md`.** Write a small build script
that renders the Markdown into the existing hand-written HTML shell, keeping the
current styles and metadata. After that, one edit updates both. Note in
`README.md` that the HTML is generated and that you edit the Markdown.
2. **Decide what `docs/architecture.html` is.** It has no Markdown source. Either
give it one and generate it the same way, or state at the top of the file that
it is hand-written, so the next person does not look for a source that does not
exist.
3. **Split `plan/STATUS.md`.** It is 63 KB, and most of it is dated session logs.
Keep "Pick up here", "Things worth remembering", and "Running things" in
`STATUS.md`. Move the dated entries to `plan/history/`, newest file first.
4. **Add `docs/DEVELOPING.md`.** Record how to run the app, how to run the tests,
where each subsystem lives, and the invariants a newcomer breaks first:
- Anything that reads `adventure.actions` during generation takes
`exclude_action_id`. It leaks into four places, not one.
- `memory_cursor` and `summary_cursor` are positions into `story_actions()`, and
`Memory.source_start` and `source_end` are `Action.index` values. The two
spaces diverge as soon as anything is deleted.
- `/auth/me` must not raise. It is the SPA's bootstrap call, so anything it
touches that can raise takes the whole frontend down.
- The global field rule in the stylesheet keys off `input[type=...]`, so a bare
`<input>` and any new input type get browser default styling until you add
them.
- A modal opened from `.side-panel` needs `createPortal`, because the panel's
filling transform animation makes it the containing block for
`position: fixed`.
**Check:** the generated HTML matches the Markdown section for section, including
section 3.6. Every link in `README.md` and `docs/index.html` resolves.
## Stage 5: a frontend test runner
`plan/STATUS.md` names the missing runner as the reason this project keeps finding
UI bugs by hand. Two shipped bugs were unreachable from any test that existed.
1. Add Vitest, React Testing Library, and jsdom. Add a `test` script to
`frontend/package.json`.
2. Add the step to the existing `frontend` job in `.github/workflows/ci.yml`,
between lint and build.
3. Write the first tests against the two bug classes that already recurred:
- The take pager renders when a retry's reply arrives over SSE. The stream builds
its own `ActionOut`, so it was the one payload that never carried the
annotation.
- Retaking a player turn does not produce `> You > You`. The editor is seeded
with stored text that is already formatted.
4. Add a test for `usePlaySession` from Stage 1, since that hook now holds the state
the page used to hold inline.
**Check:** `npm test` passes locally and in CI.
## Risks
| Risk | Where | How you catch it |
|---|---|---|
| A monkeypatch silently stops patching, and a test passes while calling a real provider | Stage 1, `routers/adventures` split | After retargeting, break the fake on purpose and confirm the tests that use it fail |
| `_active_turns` ends up imported by value into two modules, so the turn lock guards two sets | Stage 1 | `tests/test_state_revert.py` reaches for `adventures._active_turns`. Keep that import path working, and confirm a second concurrent turn still returns 409 |
| A CSS rule changes meaning because the split reorders it | Stage 1, stylesheet split | Compare the built CSS before and after. Order within each section must not change |
| The column drop rewrites the table and nobody reclaims the space | Stage 3 | Run `VACUUM FULL actions;` on the direct endpoint, and read sizes from `sum(octet_length(col))` rather than `n_live_tup` |
| Splitting `Play.jsx` breaks something no test covers | Stage 1 | Drive the Play screen by hand at both widths. Stage 5 exists to shrink this risk for next time |
## What this phase does not do
- It does not replace the hand-rolled migration runner with Alembic. 64 migrations
run correctly, and `docs/GUIDE.md` section 2.6 already explains the choice.
- It does not move `bootstrap(engine)` out of import time in `main.py`. The current
behavior means a failed migration means no service, which is deliberate. Stage 2's
`conftest.py` removes the boilerplate that import-time bootstrapping forces on
tests, which is the part that actually hurts.
- It does not change any API shape, any database content, or any prompt.
-145
View File
@@ -1,145 +0,0 @@
# Appendix: the memory-prompt A/B, run 2 — a fresh story
An independent replication of `plan/18-appendix-memory-ab-run.md`, produced by
`backend/tools/memory_ab.py` through `tools/claude_shim.py` after
`MEMORY_MAX_WORDS` was added. The story is **newly generated**, not the one run 1
used, so this tests the prompts against different prose rather than re-scoring
the same text.
## What replicated, and what did not
| | run 1 before | run 2 before | run 1 after | run 2 after |
|---|---|---|---|---|
| memory 1 | 34 w, "you" | 89 w, "the player" | 72 w, named | 54 w, named |
| memory 2 | 105 w, "the player" | 107 w, "the player" | 68 w, named | 55 w, named |
**Naming replicated cleanly.** Four control memories across two runs, and not one
of them names the protagonist. Four treatment memories, and all four do. That is
the change working, and it is the finding to rely on.
**Length replicated, and the ceiling holds.** The control ran 34, 89, 105, 107
words — a four-fold spread with no stated budget. The treatment after
`MEMORY_MAX_WORDS` ran 54 and 55.
**The person-drift did not recur, and the claim about it should be read
narrowly.** Run 1 produced two control memories in two different persons — "You
crept low" and "The player asked Gwen" — which is exactly the reported
complaint. Run 2's controls were both "the player", consistently. So drifting
between *second* and *third* person is a real thing a model does, observed once,
not something it does every time. What is consistent across both runs is that
the control never reaches for the character's name, because it has never been
told one.
---
*Everything below is the raw run, unedited.*
One story, generated through `build_context` against `sonnet` at `http://127.0.0.1:8787/v1`. Both prompts then summarize the same blocks, so the prompt is the only variable. The control is `MEMORY_SYSTEM_PROMPT` as of `9cdcb55`.
| memory | arm | words | framing |
|---|---|---|---|
| 1 | before | 89 | "the player" |
| 1 | after | 54 | named |
| 2 | before | 107 | "the player" |
| 2 | after | 55 | named |
## Memory 1
**Before:** The player and Gwen scouted a bandit camp at dawn, agreeing on a quiet approach with Gwen circling the right flank (targeting the spear-carrying guard) while the player advanced from the left; the strongbox sat hidden under an oiled tarp in the camp's center. The player searched an empty bedroll undetected, taking a belt knife, a handful of copper and silver coins, and a charcoal-marked parchment map of the camp, then began moving low toward the strongbox while the guard remained oblivious and Gwen stayed ready with her bow.
**After:** Kaelen and Gwen infiltrated the bandit camp at dawn, splitting flanks with Gwen covering right from the tree line, bow ready, while Kaelen approached left. Kaelen looted a bedroll near an overturned cart, taking a belt knife, coins, and a charcoal map of the camp, then began moving low toward the tarp-covered strongbox undetected.
## Memory 2
**Before:** The player crept through the bandit camp toward a tarp-covered iron strongbox, reflexively reached to pull Gwen down beside him despite her being forty feet away at the tree line, and the resulting half-second lapse nearly caused a second bandit (a wood-gatherer) to spot him at the woodpile; Gwen almost loosed an arrow but held on his signal, and the bandit left unaware. The player then waited for the spearman to turn toward the fire and moved undetected to crouch beside the strongbox, where Gwen signaled approval and pointed to the simple hasp-and-padlock lock before he asked her whether she still trusted his read on the situation.
**After:** Kaelen infiltrated the bandit camp toward the tarp-covered strongbox while Gwen covered him from the tree line; he instinctively reached to pull her down beside him but she was forty feet away, nearly exposing him to an unnoticed second bandit gathering wood, which frayed Gwen's trust before he safely reached the strongbox's simple hasp-and-padlock lock.
## The story both arms summarized
**start:** Dawn breaks grey over the treeline as you and Gwen crouch at the edge of the bandit camp. Smoke curls from a dying fire; three bedrolls lie empty. Somewhere ahead, the stolen caravan strongbox waits.
Gwen checks her bowstring and looks to you. "Quiet, or loud?"
**do:** go quiet and signal Gwen to circle around the right flank
**ai:** You lean close, voice barely a breath. "Quiet. Take the right flank, stay in the tree line — I'll come at them from the left when you're set. Don't loose until I move first, unless someone spots you."
Gwen's mouth quirks, half approval, half habit. "Try not to trip over anything this time." She melts sideways into the brush without a sound, her passage barely stirring a fern, and angles wide around the camp's edge, bow already loose in her hand.
You give her a slow count — enough time to get into position — watching the camp in the meantime. A lone bandit paces near the fire, spear resting on his shoulder, yawning like the night watch had been long and dull. Beyond him, tents sag in a loose ring, and past those, half-hidden under an oiled tarp, a squat iron-banded shape sits guarded by nothing more than habit and complacency. The strongbox.
You catch a flicker of movement at the tree line opposite — Gwen, settling into a crouch behind a fallen log, bow half-drawn, patient as stone. She lifts two fingers, then points toward the spear-carrier: hers if it goes loud.
You ease forward through the underbrush, testing each footfall before committing your weight, keeping the dying fire's smoke between you and the pacing guard's sightline. Your pulse is steady, senses sharpened — the cool mana still humming faintly under your skin from old habit, ready if you need it. No alarm yet. No eyes turned your way. The camp sleeps in its false security, and for now, the quiet is yours to keep or break.
You reach the shadow of an overturned cart at the camp's rim, close enough now to hear the guard mutter something to himself. Gwen is in position, arrow nocked, waiting on your signal.
**do:** search the nearest bedroll for anything useful
**ai:** You glance toward the nearest bedroll — one of the three empty ones, rumpled blankets still holding the shape of whoever slept there, maybe ten feet from the cart's shadow. The guard's back is turned, spear-shoulder rotating slowly as he paces his short loop. You judge the distance, the timing, and decide it's worth the risk.
You slip low across the open ground, boots finding bare dirt instead of dry leaves, and drop to a crouch beside the bedroll. Your fingers move quick and quiet through the folded blanket, a stiff leather pack shoved half-underneath. Coins clink faintly — you cup your palm over the pouch before it can rattle again — and your hand closes on a stubby belt knife, a handful of copper and silver, and a folded scrap of parchment that might be a rough map of the camp's layout, marks scratched in charcoal.
The guard's pacing falters. He half-turns, spear dipping, some animal instinct prickling at the edge of his awareness. You freeze mid-motion, breath held, willing yourself into the cart's shadow. Across the clearing, you catch the barest shift from Gwen — her draw hand tightening, ready to loose if this goes wrong.
The moment stretches. Then the guard grunts, spits into the dying fire, and resumes his slow circuit, oblivious. You let your breath go slow and silent, tucking the coin pouch and parchment into your jerkin, the knife into your belt beside your own.
It's not much, but it's something — coin for later, and maybe a map worth reading twice before you commit to a route through this camp. You ease back from the bedroll, retreating to the cart's cover, eyes flicking to Gwen. She gives the faintest nod: *still clear, still yours to call.*
The guard yawns again, spear drooping, utterly unaware how close he came to dying loud. The strongbox waits under its tarp, patient as ever. The quiet is still yours — for now.
**do:** move toward the strongbox, keeping low
**ai:** You keep to the cart's shadow a moment longer, judging the guard's rhythm — three steps out, a pause, three steps back, spear dipping low on the turn. When his back rotates fully away, you move.
Low and fast, you cross the gap between the cart and the nearest tent, one hand brushing the canvas to steady yourself rather than grip it — no rustle, no tug on the guy-lines. You thread between two more tents, close enough now to smell tallow and old woodsmoke, and drop into a crouch behind a stack of crated supplies not ten feet from the tarp-covered strongbox.
From here you can see it properly: iron bands dark with rust, a heavy lock through a hasp, the oiled tarp thrown over it more to keep off dew than to hide it. Careless. Whoever's running this camp trusts their numbers more than their diligence.
You risk a glance back toward the tree line. Gwen hasn't moved, but her head has tracked your progress the whole way, bow still half-drawn, patient. She catches your eye and gives the barest tilt of her chin toward the strongbox — *go on, I've got you* — before her gaze slides back to the pacing guard, who is still oblivious, still yawning his way through a boring watch.
Closer now, you can make out voices from one of the tents — low, unhurried, two men talking about nothing in particular. Not alarmed. Not aware. The camp's quiet holds, fragile as it is, and the strongbox sits within reach, close enough that you could touch the tarp if you stretched out a hand.
Your fingers itch to check the lock, to see if it needs force or finesse — but that's a decision for the next breath, not this one. For now you crouch in the crate-shadow, heartbeat steady, senses stretched wide across the camp: the pacing guard, the murmuring tent, Gwen's stillness at your back. Nothing has broken yet. The strongbox is yours to reach for.
**do:** grab her wrist and pull her down behind the woodpile
**ai:** Your hand moves on instinct before thought catches up — reaching sideways for Gwen's wrist to haul her down out of sight — but your fingers close on nothing but cool air. She isn't beside you. She's forty feet off across the clearing, still nested behind her log at the tree line, exactly where you left her.
The mistake costs you half a second, and half a second is enough. Boots crunch on the far side of the crates — close, closer than the pacing guard should be. A second bandit, one you hadn't accounted for, rounds the supply stack with a coil of rope over one shoulder, heading for the woodpile stacked just past your cover.
You drop flat behind the crates instead, breath locked in your chest, willing your travel-stained leathers to melt into the shadow. The bandit hums tunelessly, kneels at the woodpile — near enough you could count the notches in his boot heel — and starts loading split logs into his arms, utterly unaware he's sharing six feet of dirt with an exiled ranger and a very recent, very foolish reflex.
Across the camp, Gwen has gone rigid, bow lifting a fraction — she saw the second man appear, saw you freeze, and for one taut moment she's clearly bracing to put an arrow in his throat if he so much as glances your way. You catch her eye through the crate-gap and give the smallest shake of your head. *Not yet. Hold.*
The wood-gatherer straightens, arms full, and ambles off toward the fire without ever knowing how close he came. Your heart hammers against your ribs. Gwen eases her draw, but her jaw stays tight, and even at this distance you can feel the flicker of irritation under her patience — not at the bandit, at you, for a half-second of carelessness that nearly bought you both a fight you hadn't chosen.
The strongbox still waits behind its tarp, closer now than ever. But the quiet feels thinner than it did a moment ago.
**do:** wait for the bandit to turn, then move
**ai:** You settle back against the crates, still as the wood itself, and let your breathing fall into the same slow rhythm as the camp around you. The wood-gatherer's footsteps fade toward the fire pit, and a moment later you hear the clatter of logs dropped beside the flames, a muttered word to the pacing spearman, then silence again but for the crackle of embers catching new fuel.
You count another ten heartbeats before you risk a look. The spearman has stopped to warm his hands, back fully to you now, attention on the fire instead of his rounds. No one else stirs between you and the tarp.
This is the gap.
You rise from the crate-shadow in one smooth motion, low and quick, closing the last stretch of open ground between the crates and the strongbox in a handful of silent strides. The tarp is close enough to touch now — you drop to a crouch beside it, back pressed to the iron-banded corner, and finally let yourself breathe.
Across the clearing, Gwen's stance has eased a fraction. She tracked every step of that crossing, and though her jaw is still set from the wood-gatherer's near miss, there's the faintest approval in how she holds herself now — the tension of someone watching a mistake corrected rather than repeated. She lifts two fingers again, then points toward the lock hasp: *your move.*
The lock itself is heavy, old iron, a simple hasp-and-padlock rather than anything clever — the kind of thing built to deter opportunists, not a trained hand. You could pick it quiet, or put a boot to it loud. The voices still murmur from the nearby tent, unconcerned. The spearman still warms his hands at the fire. The quiet holds, thinner than before, but yours.
**do:** ask her whether she still trusts my read on this
**ai:** You crouch there a moment longer, one hand still braced on the strongbox's cold iron corner, and risk a glance across the clearing. Gwen's eyes are already on you — they usually are — and you mouth more than whisper the question, tilting your head just enough to ask it: *still with me on this?*
For a beat she doesn't answer, just watches the spearman warming his hands, the murmuring tent, the whole fragile balance of the camp's false calm. Then she gives a small, economical shrug, the kind that means *mostly*, and taps two fingers against her bow stave — a gesture you've learned means *your instincts, not your luck.* It isn't a full yes. The wood-gatherer's near miss still sits behind her eyes, and you can read it plainly enough: she'll follow your read, but she's watching it closer than she was an hour ago.
Her hand shifts, index finger drawing a small circle in the air, then pointing at the lock — *pick it, don't break it. Loud is still your last resort, not your first.* It's about as much reassurance as you're going to get from a ranger who's had one scare too many this morning, and honestly, it's fair. You nod once, slow, so she can see you take it.
The spearman shifts his weight at the fire but doesn't turn. The tent's murmur continues, unbroken. Whatever trust frayed at the woodpile hasn't snapped — it's just drawn tighter, watchful, waiting to see what you do with the lock in front of you. The strongbox sits solid and patient at your back, and beyond the thin canvas walls, the camp sleeps on in its dangerous, borrowed quiet.
You turn back to the hasp, letting your fingers find the mechanism, senses still split between the metal under your hands and the fire-lit shape of the spearman thirty feet off. The moment is yours to use well — or not.
-134
View File
@@ -1,134 +0,0 @@
# Appendix: the memory-prompt A/B, run 2026-08-31
The evidence behind `plan/18-persona-and-memory-quality.md`. Reproduce it with:
python tools/claude_shim.py --port 8787 &
python tools/memory_ab.py --out ab.md
One story, generated a turn at a time through the app's own `build_context`.
Both prompts then summarize the **same** blocks, so the story is held constant
and the prompt is the only variable. Every call is a separate request, so
neither arm sees the other's output, and the model is never told what is being
measured. The control is `MEMORY_SYSTEM_PROMPT` as of commit `9cdcb55`, read
from git rather than pasted, so it cannot drift from what shipped.
The model was a Claude model, reached through `tools/claude_shim.py`. See
"What this does not show" in plan/18 before generalising from it.
## What it showed
| memory | arm | words | how it names the protagonist |
|---|---|---|---|
| 1 | before | 34 | second person — "**You** crept low…" |
| 1 | after | 72 | "**Kaelen** and Gwen crouched…" |
| 2 | before | 105 | "**The player** asked Gwen to…" |
| 2 | after | 68 | "**Kaelen** and Gwen infiltrated…" |
Two things came out of this, and only one of them was the thing being tested.
**The reported fault reproduced.** Two consecutive memories, from one story,
written minutes apart, in two different persons. That is the complaint, observed
rather than argued from the prompt text. Both after-memories name Kaelen.
**A fault nobody had noticed.** "1-2 plain sentences" is not a length: 34 words
for one block, 105 for the next. `memory_top_k` injects five memories every
turn, so the bank's running cost was set by a number never stated.
`MEMORY_MAX_WORDS = 50` now states it. Re-run over this same story, the two
blocks came back at **32 and 58 words**, still named, still third person, still
carrying the camp map, the strongbox behind the second tent, and the strap
frayed near through:
> Kaelen crept low toward the strongbox, now known from the map to be behind
> the second tent, with the dozing watchman still unaware and Gwen holding her
> covering position on the flank.
**A likely accuracy win, at n=1.** The player's move was `grab her wrist and
pull her down behind the woodpile`. The before-memory recorded "The player asked
Gwen to grab her wrist and pull her down", inverting who acted. This is the
failure the brief predicts — with no cast there is nothing to say whose wrist
"her wrist" is — but one sample is an observation, not a result.
---
*Everything below is the raw run, unedited.*
## Memory 1
**Before:** You crept low through the mist toward the second tent, following the map's mark toward the strongbox while Gwen held her flanking position, the sleeping watchman still dozing on his spear near the lean-to.
**After:** Kaelen and Gwen crouched at dawn outside the bandit camp; Kaelen signaled Gwen to circle the right flank while a drowsy watchman kept post near the lean-to, and Gwen took position unseen near the strongbox tent. Kaelen searched an abandoned bedroll, finding a whetstone, a few copper coins, dried meat, and a charcoal-scrawled camp map revealing the stolen strongbox was hidden behind the second tent, then began moving low toward that location.
## Memory 2
**Before:** The player asked Gwen to grab her wrist and pull her down behind the woodpile just before a second bandit—half-dressed, carrying a piss-bucket—stumbled out, relieved himself, and returned to bed in the first tent; Gwen lingered a beat before freeing her wrist and murmured "Good eyes." After waiting five heartbeats to confirm the bandit was asleep, the player and Gwen returned to the strongbox tent, where they found the old iron caravan lock too sturdy to pick and instead began testing the straps, discovering one frayed near through at the fold; the player then asked Gwen whether she still trusted their read on the situation.
**After:** Kaelen and Gwen infiltrated the bandit camp to reclaim a stolen strongbox, sheltering behind a woodpile while a second bandit relieved himself nearby before returning to sleep; afterward Kaelen returned to the strongbox tent, found its lock too sturdy to force by hand but noticed one strap frayed near through, and paused there with Gwen covering him to ask whether she still trusted his read on the situation.
## Summary
**Before:** Under cover of mist, the player and Gwen scouted a bandit camp, aiming to reach a strongbox marked on their map while a watchman dozed near a lean-to. Approaching the second tent, the player pulled Gwen down behind a woodpile just in time to avoid a half-dressed bandit who stepped out to relieve himself before returning to sleep in the first tent; Gwen lingered a moment before pulling free, murmuring "Good eyes." After waiting to confirm the camp was settled, the two returned to the strongbox tent, finding its old iron caravan lock too sturdy to pick. They shifted to testing the straps securing it instead, discovering one frayed nearly through at the fold—a possible way in. The player then turned to Gwen to ask whether she still trusted their read on the situation, leaving the moment of decision unresolved.
**After:** At dawn, Kaelen and Gwen scouted a bandit camp holding a stolen strongbox. Kaelen sent Gwen to circle the right flank near the strongbox tent while a drowsy watchman kept post, then searched an abandoned bedroll himself, finding a whetstone, a few copper coins, dried meat, and a charcoal map marking the strongbox's location behind the second tent. Moving low toward it, the pair sheltered behind a woodpile while a second bandit briefly woke and relieved himself before returning to sleep. Reaching the strongbox tent, Kaelen found its lock too sturdy to force by hand, but noticed one securing strap frayed nearly through. With Gwen covering him, he paused to ask whether she still trusted his read on the situation before attempting to exploit the weak strap.
## The story that was summarized
**start:** Dawn breaks grey over the treeline as you and Gwen crouch at the edge of the bandit camp. Smoke curls from a dying fire; three bedrolls lie empty. Somewhere ahead, the stolen caravan strongbox waits.
Gwen checks her bowstring and looks to you. "Quiet, or loud?"
**do:** go quiet and signal Gwen to circle around the right flank
**ai:** You melt back from the ridge line without a sound, boots finding moss instead of twigs, and catch Gwen's eye. Two fingers point right, then curl in a half-circle — *swing wide, come at the flank*. She reads it instantly, dips her chin, and peels off through the bracken, bow already half-raised, moving low and quiet along the tree line until the mist swallows her.
You hold position at the camp's edge, breath slow, watching the dying fire spit its last embers. A bandit shifts on watch near the lean-to, spear butt planted in the dirt, more bored than alert. No one else stirs. Somewhere off to the right you catch the faintest whisper of disturbed leaves — Gwen, further along than you'd expect, patient as ever. She's given herself a clean angle on the strongbox tent from the flank, out of the watchman's sightline entirely.
The plan is good. Quiet holds. All you need now is the first move — and the choice of who falls first, and how.
The watchman yawns, oblivious, close enough that a single silent step would put you in reach of his throat before he ever draws breath to shout.
**do:** search the nearest bedroll for anything useful
**ai:** You crouch by the nearest bedroll — a heap of stitched furs still holding the sleeper's warmth, though its owner is long since up and yawning by the fire. You keep one eye on the watchman as your fingers work through the folds. A whetstone, a handful of copper coins that clink softly against your palm before you still them with a fist, a scrap of oilcloth wrapped around dried meat gone hard at the edges. Nothing worth the risk so far.
Then your fingers catch on something stiffer, tucked beneath the bedroll's edge — a folded scrap of parchment, half-torn, charcoal-scrawled. A rough map of the camp, crude but legible: the lean-to marked with an X, a second mark deeper in camp labeled in shorthand you recognize as bandit cant for *strongbox*. It's tucked behind the second tent, not the first — further from the watchman than you'd guessed, closer to where Gwen is now waiting in the mist.
You fold it away inside your jerkin, pulse ticking a little faster. Small find, real value — it just turned guesswork into a plan. The watchman still hasn't stirred, spear planted, chin dropping toward his chest. Gwen's silhouette is a smudge of shadow at the flank, patient, waiting on your signal.
The camp holds still around you — watchman drowsing, fire dying, Gwen coiled and ready on the flank. The map sits warm against your ribs, the strongbox's true location now known. Your move.
**do:** move toward the strongbox, keeping low
**ai:** You drop low, weight rolling from heel to ball of each foot, threading between the empty bedroll and a stack of split firewood. The watchman's chin has sunk near to his chest, spear listing in his slack grip. You give him a wide berth anyway — no need to gamble breath on a man already halfway to sleep.
The second tent is smaller than the first, its flap laced shut with a crude leather cord. Just as the parchment promised, its bulk sits wrong for a tent meant to sleep anyone — square-cornered, iron-banded, too heavy for the ground it rests on. You crouch beside it, easing the lacing open one loop at a time, and the flap parts on a dull gleam of banded oak and iron: the strongbox, lock intact, straps still buckled from the caravan raid.
A shift of cloth behind you — not the watchman, too far behind you for that. You go still, hand dropping to your knife hilt, eyes cutting sideways through the tent's shadow toward the sound. Nothing resolves yet, just a settling, maybe wind through canvas, maybe not. Across the clearing, Gwen has gone motionless too, bow half-drawn, watching the same dark gap between tents that's caught your attention.
The strongbox is here, within reach, real weight under your palm instead of a rumor on a scrap of parchment. But something in that gap between the tents hasn't declared itself yet, and the watchman is still only a few careless steps away from waking to find you crouched over his camp's whole reason for being.
**do:** grab her wrist and pull her down behind the woodpile
**ai:** Your hand shoots out and closes around Gwen's wrist before she's fully turned toward the gap between the tents. She goes rigid for half a heartbeat — a killer's instinct, ready to break the grip — then reads your face and lets herself be pulled. You drag her down behind the woodpile together, shoulders pressed to split logs, breath shallow.
The shape that had been shifting in the shadow resolves itself: a second bandit, roused early, stumbling out from behind the tents with his breeches half-laced and a piss-bucket in hand, utterly uninterested in anything but the treeline. He doesn't look toward the strongbox tent. Doesn't look toward the woodpile. He shuffles past, empties the bucket against a stump, and turns back the way he came, already yawning.
Gwen's breath eases out slow beside you. She doesn't pull her wrist away immediately — a beat longer than she needs to — before easing it free herself. "Good eyes," she breathes, barely sound at all. Her gaze flicks to your hand, then back to your face, something unreadable and warm passing behind it. Watching your back instead of charging in — that's the kind of thing she remembers.
Through the gap in the logs you track the second bandit's path: he ducks into the first tent, not the watch line, and doesn't reemerge. Three accounted for now — the drowsing watchman, this one bedding back down, and whoever else the camp is hiding. The strongbox tent is still open behind you, lock waiting, straps waiting. Gwen settles back into her crouch, bow across her knees, eyes on you for the next signal.
**do:** wait for the bandit to turn, then move
**ai:** You go still as stone, eyes fixed on the tent flap the second bandit vanished into. Seconds crawl. Then the canvas stirs one last time — a grunt, a shifting weight settling onto a bedroll, the particular silence of a man who's decided the day can wait a while longer. You count five heartbeats to be sure, watching for any second shadow, any sign he's only feigning sleep. Nothing. Even the watchman by the fire hasn't stirred, spear still planted, chin still low.
You ease up from the woodpile, moving on the balls of your feet, and slip back to the strongbox tent. Gwen catches the motion and rises with you, silent as a drawn breath, bow angled to cover the gap between tents while you work. The lock is old iron, caravan-make, not bandit work — it'll need proper tools or proper force, not fingers.
You crouch and test the straps first, feeling for a weak buckle, a give point. One strap is frayed near through at the fold. With steady pressure it might part without the sharp crack of metal — quieter than forcing the lock, if slower. Gwen shifts her weight beside you, patient, trusting you to read the moment right, her eyes flicking once toward the dozing watchman and back.
The camp holds its breath around you both. The strongbox waits under your hands, and the next move is yours to make.
**do:** ask her whether she still trusts my read on this
**ai:**
-655
View File
@@ -1,655 +0,0 @@
# The protagonist has no name, and the summarizer is told nothing
Two changes, in order. Phase 1 gives the adventure a persona. Phase 2 uses it,
along with the cast, to fix the memories. Phase 1 is worth shipping on its own;
Phase 2 depends on it and is much smaller once it lands.
**Both phases are built and green (631 backend tests). Phase 1 was driven in a
browser (21/21 checks). Phase 2 was run end to end against a real model, as a
controlled A/B on one story — see "Run with a real model". A bank written under
the old prompt can be rewritten in place — see the last section.**
**Last updated: 2026-08-31.**
---
## The one sentence version
Memories come back inconsistent and vague because the summarizer is handed six
actions of second-person prose and nothing else — no protagonist, no cast, no
setting, no instruction about what person to write in — so it cannot say who
"you" is or who "she" is, and neither can any memory it writes.
## The evidence
This is the entire prompt that writes a memory (`memorybank.py:391`):
```
system: You compress interactive-fiction story excerpts into memories. Respond
with 1-2 plain sentences in past tense stating the concrete facts and
events (names, places, items, promises, injuries). No preamble, no
commentary.
user: Story excerpt:
<6 actions, joined by blank lines, truncated to 2000 tokens>
Memory:
```
Nothing else is passed. Not `adventure.memory` (the plot essentials), not the
NPC names and descriptions the scenario already defines, not the world state,
and not the protagonist — because until Phase 1 there is no protagonist to pass.
Two failures follow from that, and they are the two complaints:
**Inconsistent framing.** The prompt never says what person to write in. The
model picks one per call. Across a single bank you get "You entered the crypt",
"The player entered the crypt", and "He entered the crypt" describing the same
kind of event.
**No idea who anyone is.** Given `You push the door open. She grabs your arm.`
the only honest memory is *"You entered a room and she stopped you."* Retrieved
forty turns later into a scene with three women in it, that memory is worse than
nothing.
The summary inherits both problems, because `_update_story_summary` builds from
the memory bullets.
---
# Phase 1 — the persona
## What already exists, and what does not
`stat_schema` already gives the player a stat block, and it is already
namespaced beside the NPCs:
```
world.day
player.hp <- the player's stats, already sectioned
npc.gwen.trust
flags.alarm_raised
milestones.escaped
```
NPCs carry `name`, `keys`, and `desc` (`schema.py`, `render_reference`). The
`player` section carries none of those. That asymmetry is the whole gap: the
player has stats but no identity, so the block renders as `You: hp 100/100` and
reads to the model as a floating global rather than a character.
## The paths do not change
`player.hp` stays `player.hp`. It does not become `kaelen.hp` or `user.hp`.
The reason is `_history_text()` in `context/builder.py`. It replays every past
turn's stored delta back into the prompt, and those stored blobs contain literal
strings like `{"player.hp": -15}`. A path that carries the persona's name breaks
the moment a player renames their character: every replayed block in history
then names a path the schema no longer defines, `applied_delta` renders it
anyway, and the model copies the broken form. A rename would also require
migrating every stored `world_state`, every seed scenario, and the `EMIT_RULE`
example text, for no functional gain.
What changes is the **label**, using the trick NPCs already use — print the
display name and the path together:
```
before: You: hp 100/100, mana 30/50.
after: Kaelen (player): hp 100/100, mana 30/50.
```
The name is visible to the reader, the path stays copyable by the model.
## Where the persona lives
Three plain columns on `adventures`, alongside `memory` and `authors_note`:
```python
persona_name: Mapped[str] = mapped_column(String(80), default="")
persona_pronouns: Mapped[str] = mapped_column(String(40), default="")
persona_desc: Mapped[str] = mapped_column(Text, default="")
```
**Not in `stat_schema`.** Two reasons. It has to work for an adventure with no
RPG layer at all, which is most of them, and `_initials()` in
`worldstate/schema.py` treats every dict inside a section as a stat definition —
a `persona` key dropped into `stat_schema.player` would be instantiated as a
stat, rendered as a stat line in the guide, and handed an `initial` value.
**Adventure-level, not scenario-level.** Two people playing the same scenario
are different characters. A scenario steers the protagonist through its plot
essentials, which it already can. Keeping personas off `scenarios` also avoids
having to decide what "Update from scenario" does to a persona the player has
edited: the answer is nothing, because the scenario never had one.
**Not per-branch.** Branches are alternative futures within one adventure; the
protagonist is the same person down all of them.
Empty `persona_name` means the feature is off and behavior is exactly what it is
today. That is the entire backward-compatibility story — no backfill.
## Pronouns get their own field
One short string: `he/him`, `she/her`, `they/them`. It exists because Phase 2
will tell the summarizer to write in third person. Without a stated pronoun the
model infers one from the name, and once it infers wrong that error is baked
into every memory it writes from then on and into the summary built from them.
A field is cheaper than a wrong guess repeated forever.
Blank is a valid value. When it is blank nothing is rendered, and the Phase 2
prompt tells the summarizer to use the name rather than a pronoun.
## Where it enters the prompt
A new static section in `build_context`, between `ai_instructions` and
`plot_essentials`:
```
Player character:
You are Kaelen (he/him). A half-elf ranger, exiled from the northern holds.
```
**It goes in the system block on purpose.** The description is user-only and
never changes during a turn, so it sits inside the cached prefix and costs
nothing after the first turn. This is why "only the user can change it" is not
just a product choice — it is what keeps the section free. Anything the AI could
rewrite would have to move below the history with the other live sections, and
would re-price the prompt on every change.
It is emitted whether or not the adventure has an RPG layer. It is not gated
behind `has_ws`.
## Where it enters the world state
`worldstate/render.py`, two edits:
- `render_state_section` takes the display name and prints
`Kaelen (player): …` in place of the hardcoded `You: …`. Falls back to `You:`
when no persona is set.
- `render_reference` gains one line tying the name to the path, mirroring the
NPC header it already writes:
`- Protagonist Kaelen — stats are addressed as player.<stat>.`
Without this the model reads "Kaelen" in the prose and invents `kaelen.hp`.
The persona description is **not** repeated in the stat guide. It already has
its own section, and the guide is about paths.
## The AI cannot edit it
Nothing to build. `_resolve()` in `worldstate/apply.py` rejects any path it does
not recognize, so a delta of `{"persona.name": "Bob"}` already falls through to
"`persona.name` is not a tracked value", and that refusal already reaches the
model through `render_refusals`. Worth one test to hold the behavior in place.
## Setting it, and changing it
**At the start.** `PlaceholderModal` (`components.jsx`) already exists and
already opens before an adventure begins — but only when the scenario contains
`${...}` tokens. It becomes a "Begin adventure" modal that always opens, with
the three persona fields at the top and any placeholder fields below.
**Placeholders stay independent of the persona.** A scenario using `${Name}`
will ask for a name twice. That is accepted: no scenario in the repo uses
placeholders at all (grepped across `seed_data/` and `starter_data/` — zero
occurrences), so the collision is hypothetical. If it ever shows up in practice,
pre-filling the `Name` field from the persona is a few lines in the modal with
no backend change.
**Later.** `AdventureUpdate` gains the three fields, and `PlotPanel` gets a
Protagonist block at the top. The debounced-save wiring is already there.
`WorldStateDrawer` shows the name as the character-sheet heading but does not
edit it — one edit surface, not two.
## Files
| File | Change |
|---|---|
| `models.py` | three columns on `Adventure` |
| `migrations.py` | 74, 75, 76 |
| `schemas.py` | `AdventureCreate`, `AdventureUpdate`, `AdventureOut` |
| `context/builder.py` | `persona` section after `plot_essentials` |
| `worldstate/render.py` | state-section label, reference line |
| `worldstate/__init__.py` | export whatever `render.py` newly exposes |
| `routers/adventures/crud.py` | store persona at creation |
| `bundle.py` | export key + import read |
| `frontend/components.jsx` | modal gains persona fields |
| `frontend/pages/Scenarios.jsx`, `Home.jsx` | always open the modal |
| `frontend/pages/Play/panels/PlotPanel.jsx` | Protagonist block |
| `frontend/pages/Play/drawers/WorldStateDrawer.jsx` | heading |
| `frontend/api.js` | pass the fields through |
## Tests
| File | What |
|---|---|
| new `test_persona.py` | create with persona; update; renders in the system block; works with no `stat_schema`; empty name is a no-op; AI delta at `persona.*` refused |
| `test_worldstate.py` | state line reads `Kaelen (player):`; `player.hp` still resolves |
| `test_prompt_caching.py` | persona is in the static prefix, above history |
| `test_bundle_v2.py` | round-trips; a bundle without the key still imports |
## Bundle format
No `FORMAT` bump. The export gains a `persona` key and the import reads it with
`.get()`, so a v2 bundle written before this change imports with an empty
persona — which is the same as not having one.
---
# Phase 2 — what the summarizer is told
Depends on Phase 1 only for the protagonist's name. Everything else it needs is
already in the database and simply never passed.
## The cast brief
Build one short block and prepend it to both the memory prompt and the summary
prompt:
```
Cast:
- Kaelen (he/him) — the protagonist. A half-elf ranger, exiled from the
northern holds...
- Gwen — a loyal ranger and Kaelen's ally. Quick with a bow, dry-humoured.
Setting:
<adventure.memory, the plot essentials>
```
Sources, in order:
1. **Protagonist** — the Phase 1 persona. Falls back to "the player" when unset,
so the change still helps adventures with no persona.
2. **NPCs** — `stat_schema.npcs`: `name` + `desc`. Already there, never used
outside the turn prompt.
3. **Story cards** — for adventures with no RPG layer, run the existing
`_match_cards()` over the block being summarized and take the matched cards'
names and entries. This reuses the trigger code and yields exactly the
entities that appear in *that block*, not the whole world.
## Two rules for the brief
**Fixed descriptions only. No live stats.** It is tempting to include
`Gwen: trust 40 (wary)`. Do not. It makes every memory prompt different, which
loses prompt caching, and worse, it makes the same event summarized at two
different times come out framed differently — which is the problem being fixed.
**The summary gets it for free.** `_update_story_summary` builds from the memory
bullets, so better memories produce a better summary with no further change.
Pass the brief there too, because that function falls back to raw story text
when memory-writing has fallen behind.
## The prompt changes
`MEMORY_SYSTEM_PROMPT` gains an explicit framing rule:
- write in third person, never "you"
- refer to the protagonist by name
- name characters rather than using bare pronouns
Expected effect:
```
before: You entered a room and she stopped you.
after: Kaelen bribed Gwen with fifty silver to hold the north door while
he went down alone.
```
---
# Phase 1 as built
Everything above describes what shipped. Three notes on where it differs from
the sketch, and what has not been verified.
## Decisions taken during the build
**The section reads as one paragraph.** `render_persona` joins the sentence and
the description with a space rather than `SEPARATOR`. A blank line inside a
two-sentence section about one character reads as two unrelated notes.
**`Field` gained a `maxLength` prop.** The persona name is `VARCHAR(80)` and the
schema rejects 81 characters with a 422. Without the attribute the player only
learns that from a toast after typing, so the cap is now enforced in the input
as well. Every other `Field` is unaffected — the prop is optional.
**The blank-adventure button opens the modal too.** It used to create the
adventure immediately. It now collects a persona first, and passes
`title: 'Blank Adventure'` explicitly, because there is no scenario to take a
title from.
**`test_prompt_caching.py`'s fixture now sets a persona**, so every test in the
file that guards the static block runs with one present.
## Verified
- Migration 73 → 76 on a real pre-existing SQLite database: columns added, the
existing row preserved, persona empty, `render_persona` returns `""`.
- 593 backend tests pass, including 26 new ones in `test_persona.py` and 3 in
`test_bundle_v2.py`.
- `npm run build` is clean.
## Driven in a browser
Chromium via Playwright, against a fresh database with the demo scenarios
seeded. No API key needed: Insights assembles the prompt without calling a
model, so every check below runs on the real assembled context rather than on
a unit-test stub. 21/21 checks passed.
What was confirmed on screen and in the live `/context` payload:
| | |
|---|---|
| The modal opens for a scenario with **no** `${...}` placeholders | it is now the only way to name a character, so it can no longer be conditional |
| The section order is real | `narrator, world_state_guide, world_state_rule, ai_instructions, **persona**, plot_essentials, …` |
| The persona is in the system half | `You are Kaelen (he/him). A half-elf ranger…` present in `prompt.system`, absent from `prompt.story` |
| The live stat line carries the name and the path | `Kaelen (player): hp 100/100 (full health), mana 30/50 (brimming)…` |
| The stat guide ties the name to the path | `Protagonist Kaelen … player.<stat>` |
| The drawer heading follows the name | rail read `KAELEN`, not `You` |
| A rename propagates | renamed to Aria in the Plot panel → drawer read `ARIA` after a reload, and the prompt read `You are Aria (he/him).` / `Aria (player):` |
| Clearing every field restores the old behavior exactly | no `persona` section, stat line back to `You:`, no `Protagonist` line in the guide |
| The blank-adventure button collects a persona and keeps its title | `title='Blank Adventure' persona='Wren'` |
| **A persona works with no RPG layer at all** | a blank adventure's sections were `['narrator', 'persona', 'length_hint']` — the case this feature was added for |
Two request failures in the run were the sandbox rather than the app: Google
Fonts is blocked by the egress policy, and the analytics beacon is aborted when
the page unloads. Neither appears with normal network access.
The driver script is not in the repo. There is no frontend test runner yet
(plan/17 stage 5), and one Playwright script is not the place to start one.
## A note for whoever runs the tests
`tiktoken` downloads `cl100k_base` from `openaipublic.blob.core.windows.net` on
first use, and 182 tests fail with a proxy error where that host is blocked.
The encoding is reconstructable offline from the npm package `js-tiktoken`,
whose `dist/ranks/cl100k_base.cjs` holds the same ranks in a compressed form —
decode it, write `<base64> <rank>` per line sorted by rank, and the result
matches the SHA-256 that `tiktoken_ext/openai_public.py` hardcodes, so the
reconstruction is verifiable rather than trusted. Drop it at
`$TIKTOKEN_CACHE_DIR/<sha1 of the URL>`.
---
# Phase 2 as built
## The cast comes from the story cards, not from `stat_schema`
This is the one thing the sketch above got wrong, and it made the change much
smaller. `scenario_text.scenario_card_specs` already turns **every schema NPC
into a story card** on the adventure at creation, deduplicated against the
hand-written cards by name. So the cards are a single unified cast source that
covers schema NPCs, an author's own cards, and an adventure with no RPG layer,
through one path instead of three. `memorybank` never reads `stat_schema`.
## Keyword matching alone was not enough
The sketch said to run `_match_cards` over the block. Built that way first, and
it failed the exact case the change exists for.
The block `You push the door open. She grabs your arm.` matches **no** card
keyword, so the brief listed the protagonist and nobody else — leaving the
summarizer guessing at precisely the moment it was handed a brief to stop
guessing. Seed 04 gives Gwen the trigger keys `"Gwen, ranger, her"`, and even
that does not save it: the text says "she", not "her".
So the roster is **matched cards first, then topped up with the other
`character` cards** to `MAX_CAST_MEMBERS`. Places and items are not topped up —
an unmentioned tavern is not who "she" was — but a place that *is* mentioned
still matches normally.
That asymmetry with the turn prompt is deliberate. Including an untriggered card
as lore would be wrong: it is not relevant to the next sentence. Including an
untriggered character in a roster is right: the question the roster answers is
"who could these pronouns be", not "what is on stage".
## `_match_cards` became `match_cards`
Two callers now run the same rule, so it is public and exported from
`app.context`. One rule, one implementation.
## What actually gets sent
Verified against the seeded Bandit Camp scenario, with the real
`_create_due_memories` path and a stub provider:
```
Cast:
- Kaelen (he/him) — the protagonist. A half-elf ranger, exiled from the
northern holds for a killing he still won't explain.
- Bandit Camp — A rough camp of bandits in a forest clearing, holding a
stolen caravan strongbox.
- Gwen — A loyal ranger and the player's ally. Quick with a bow,
dry-humoured, fiercely protective. …
- Bandit Leader — The scarred leader of the bandit camp, guarding the
strongbox. …
Setting:
The player and Gwen, a loyal ranger ally, are raiding a bandit camp to
recover a stolen strongbox. …
Story excerpt:
… You are six paces from the strongbox when she hisses a warning. …
Memory:
```
That last line is the case in miniature: "she" is now resolvable.
**With no persona set**, the roster still lists the NPCs and the setting, and
the system prompt tells the model to call the protagonist "the player". Phase 2
therefore improves adventures that never set a persona at all.
**With no persona, no cards and no plot essentials**, the user message is byte
for byte what it was before this change — `Story excerpt:` first, no stray blank
lines. A test holds that.
## Decided, from the sketch's open questions
**Existing memories: left alone at first, and now rewritable on demand.** The
original answer was to let eviction age them out at `memory_bank_capacity` (80),
on the grounds that re-summarizing would duplicate whatever was still in the
bank, because nothing deletes the old rows. That reasoning was wrong about the
only option: a memory can be rewritten in place rather than written again.
See "Rewriting a bank written under the old prompt", at the end of this file.
**Retrieval framing mismatch: watched, not fixed.** `retrieve_memories` still
embeds the last 4 actions raw, in second person, while new memories are third
person and named. Embeddings handle paraphrase well, so this is speculative.
If retrieval quality visibly dips, prepending the same brief to the query text
is the first thing to try.
## Run with a real model, and what it changed
Run end to end against a real model. One story generated through the app's own
`build_context` a turn at a time, then **both** memory prompts run over the
**same** blocks, so the story is held constant and the prompt is the only
variable. Neither arm sees the other's output, and the model is never told what
is being measured. The control is `MEMORY_SYSTEM_PROMPT` as of commit `9cdcb55`,
read out of git rather than pasted, so it cannot drift from what shipped.
The harness is `backend/tools/memory_ab.py`, and it goes through
`OpenAICompatibleProvider` rather than calling a model directly, so the run
exercises the provider, the streaming path and `complete()`. Pointed at
`tools/claude_shim.py` it spends a Claude subscription instead of API credit:
python tools/claude_shim.py --port 8787 &
python tools/memory_ab.py --out ab.md
**The full transcript, with every memory, both summaries and the story they were
written from, is in `plan/18-appendix-memory-ab-run.md`.**
### The reported fault reproduced, and the fix held
| | words | framing |
|---|---|---|
| memory 1, before | 34 | second person — "**You** crept low through the mist…" |
| memory 2, before | 105 | third person — "**The player** asked Gwen to…" |
| memory 1, after | 72 | "**Kaelen** and Gwen crouched at dawn…" |
| memory 2, after | 68 | "**Kaelen** and Gwen infiltrated the bandit camp…" |
Two consecutive memories in one bank, written from the same story minutes apart,
in two different persons. That is the complaint, reproduced under controlled
conditions rather than argued from the prompt text.
**A second run, on a freshly generated story, qualifies that.** Its two control
memories were both "the player", consistently — the second-to-third person drift
did not recur. So the drift is a real thing a model does, seen once, not
something it does every time. Read the person-drift row as one observation.
What holds across both runs is the thing the change is actually for: **four
control memories, and not one names the protagonist. Four treatment memories,
and all four do.** The control has never been told a name. See
`plan/18-appendix-memory-ab-run-2.md`.
The control also got a fact wrong that the treatment did not. The player's move
was `grab her wrist and pull her down behind the woodpile`; the before-memory
recorded "The player asked Gwen to grab her wrist and pull her down behind the
woodpile", inverting who acted. One sample, so this is an observation rather
than a claim — but it is the failure mode the brief predicts, since without a
cast there is no way to tell whose wrist "her wrist" is.
### It also found a real problem, which is now fixed
"1-2 plain sentences" is not a length. The same model wrote 34 words for one
block and 105 for the next. A 105-word memory is a paragraph, and
`memory_top_k` injects five of them every turn, so the bank's running cost is
set by a number nobody had ever stated.
`MEMORY_MAX_WORDS = 50` now states it, and the prompt says which details to keep
when trimming: the ones a later scene could turn on. Re-run over the identical
story, the same two blocks came back at **32 and 58 words**, still naming
Kaelen, still third person, and still carrying every load-bearing fact — the
camp map, the strongbox behind the second tent, the strap frayed near through.
The second run, on different prose, came back at **54 and 55** against controls
of 89 and 107. Overshooting 50 slightly is expected: models exceed word budgets,
which is why `builder.length_hint` carries a `LENGTH_BUFFER` for the same reason.
Across both runs the control ran 34, 89, 105 and 107 words — a four-fold spread
with no budget stated anywhere. That is the number this found.
The variance is the real gain. Before, across both runs: 34 to 107. After: 32
to 58.
### What this does not show
The model behind the run is a Claude model. The app talks to an
OpenAI-compatible endpoint, and the parser in `worldstate/parse.py` exists
because weaker free models emit trailing commas and leading `+`. So this shows
the prompt is followable and that the brief supplies the missing information.
It does not show that a weaker production model complies as well. An explicit
framing rule is usually worth *more* on a weaker model, but that is an
expectation, not a measurement.
Two side observations from the same run, both pre-existing behavior working
correctly: the model sent `{"milestones.strongbox_found": false}`, `apply_delta`
refused it ("a milestone is sticky, so only true is accepted"), the refusal
reached the model through `render_refusals`, and the next turn sent `true`. The
Phase 1 persona also held across all six generated turns.
---
# Rewriting a bank written under the old prompt
An adventure played before this change keeps a bank of unnamed, second-person
memories, and those are exactly the rows `memory_top_k` injects into every turn
from now on. Ageing them out only works for an adventure that is still being
played, and only after another 80 memories have been written. So there is a
backfill: `backend/tools/rewrite_memories.py`.
```
cd backend
python -m tools.rewrite_memories # what would change
python -m tools.rewrite_memories --write --limit 3 # try three of them
python -m tools.rewrite_memories --write --embed # the whole backfill
```
Without `--write` it makes no model calls and spends nothing. It reads whichever
database the app reads — `AIDND_DB_PATH`, or `DATABASE_URL` on a hosted deploy.
**In place, not delete-and-regenerate.** The obvious alternative is to drop the
bank and rewind `cursors.MEMORY`, letting the post-turn pass write it again.
That loses everything the row carries besides its text: whether it is pinned,
how often it has been retrieved, and the node it hangs off, which is what makes
a fork inherit the right memories and no others. It would also trickle the bank
back at `MAX_MEMORIES_PER_RUN` per turn, so an adventure nobody is playing would
never recover. Rewriting `text` keeps the row and costs one call per memory.
**One prompt assembly, not two.** `memorybank.summarize_block` is now the single
place a memory prompt is built, and both the post-turn pass and the tool call
it. A backfill that assembled its own prompt would be writing memories with a
prompt that never shipped, and nothing would report the difference.
**Reading the block back is the one genuinely new part.** A memory records
`source_start`, `source_end` and `branch_id`, and `memorybank.source_block`
turns those back into actions. The subtlety is the branch: the read has to use
the lineage of *the branch the memory was written on*, not the branch the
adventure is playing now. After a fork, the same depths hold different actions
on each side, so a read through the adventure's current path would summarize the
wrong story and say nothing about it. `test_memory_rewrite.py` builds that fork
and holds the rule.
**What it will not touch:**
- A memory with no source range — hand-written, or migrated by 62 from before
memories had coordinates. There is no block to rewrite it from, and the player
may have typed it.
- A memory whose actions have since been deleted.
- An adventure whose owner has no API key in Settings, because summarization
spends the user's own key by construction and never the shared demo key.
`--api-key`, `--model` and `--endpoint` override that — the last of these
points a run at `tools/claude_shim.py`, so a backfill can spend a Claude
subscription instead of API credit.
**The vector is cleared for every memory it rewrites**, because the stored one
describes wording that no longer exists. That takes the memory out of the ranked
bank until something embeds the new text: the app's own post-turn pass does it
`MAX_EMBED_BATCH` at a time, or `--embed` does it in the run. Re-embedding always
uses the owner's own embedding model and endpoint, never `--endpoint`, because a
vector is only meaningful against the vectors it is ranked beside.
**Stop the app before running with `--embed`.** A running process caches vectors
by memory id and expects to be the only writer (`memorybank._vector_cache`), so
a vector written from outside it can sit behind a stale cached copy until it
restarts. Clearing alone is safe at any time: an unembedded memory leaves the
catalogue, which is what the cache invalidates on.
## Running it against the hosted deploy
Two things make production different from a local database, and both are easy
to get wrong quietly.
**It holds other people's stories, and each adventure is summarized with its
owner's key.** An unfiltered `--write` would spend other people's money on
memories they did not ask to have rewritten. `--email` restricts a run to named
accounts and `--adventure` to single adventures; the dry run costs nothing and
prints the owner of each. Guests have no email and are reachable only by id,
which is the right amount of friction for rewriting a stranger's bank.
**The stored API keys are encrypted with `AIDND_SECRET_KEY`.** Render generates
that value and holds it for the web service, so a run from a checkout has to
carry the same one. With a different secret, `decrypt_secret` returns "" rather
than failing, and every adventure is reported as having no key — a run that
looks like it worked and did nothing.
```
AIDND_DATABASE_URL=<the Neon URL from the Render dashboard> \
AIDND_SECRET_KEY=<the value the web service has> \
python -m tools.rewrite_memories --email you@example.com
```
Run it from a checkout rather than from a shell on Render. The image copies
`backend/app` alone, so `tools/` is not on the box, and the free plan has no
shell anyway. The database is the same one either way.
Two smaller notes for that environment. The Neon URL to use is the direct
endpoint, not `-pooler`, for the same reason the sizing queries in STATUS use
it. And an adventure owned by a visitor playing on the shared demo key is
skipped, because summarization has never spent that key.
**The story summary is not rewritten.** It is one text per adventure rather than
a bank, and `_update_story_summary` hands the model the whole of it and asks for
an updated version under the new framing rule, so the next scheduled update
should carry it over to third person by itself. If it does not, that is a
separate and much smaller fix than this one.
-1162
View File
File diff suppressed because it is too large Load Diff
+7 -1
View File
@@ -358,10 +358,16 @@ Each entry:
```text ```text
Before entering the abbey Before entering the abbey
Turn 42 Moment 42
[Restore] [Rename] [Delete] [Restore] [Rename] [Delete]
``` ```
**Moment, not Turn.** M4 closeout ruled in favour of the implemented product:
the branch panel and the tree overlay already count in moments (`forked at
moment 9`, `ends at moment 40`), so a Save Point list saying "Turn 42" would
make one screen use two words for one thing. This is a vocabulary alignment and
changes no behaviour; the number is unchanged.
## 26. Restore Confirmation ## 26. Restore Confirmation
Restoring is non-destructive. Restoring is non-destructive.
+232 -10
View File
@@ -1,6 +1,6 @@
# Adventure Storyteller — Production Build Milestones # Adventure Storyteller — Production Build Milestones
**Status:** In implementation. M1 and M2 complete (2026-09-02); M3 next **Status:** In implementation. M1-M4 complete and accepted (M1 and M2: 2026-09-02; M3 and M4: 2026-09-03); M5 — Genre-Neutral Authoritative Narrative State — next to brief
**Base:** AI-DnD `d72f7c1bda0f34fccd84afb7a25c34eb01c901de` **Base:** AI-DnD `d72f7c1bda0f34fccd84afb7a25c34eb01c901de`
## 1. Purpose ## 1. Purpose
@@ -97,8 +97,8 @@ A clean production build can start, open the browser UI, generate and persist st
## Status: COMPLETE ## Status: COMPLETE
Accepted 2026-09-02. Evidence: `planning/reports/M1-BASELINE-REPORT.md` (run Accepted 2026-09-02. Evidence: `planning/archive/milestone-reports/M1-BASELINE-REPORT.md` (run
logs and packet captures) and `planning/reports/M1-IMPLEMENTATION-REPORT.md` logs and packet captures) and `planning/archive/milestone-reports/M1-IMPLEMENTATION-REPORT.md`
(review report). A01-A06, H01-H03 and H11 all pass on runtime evidence; 648 (review report). A01-A06, H01-H03 and H11 all pass on runtime evidence; 648
backend tests pass, including with no route to the Internet. backend tests pass, including with no route to the Internet.
@@ -168,8 +168,8 @@ The codebase has a narrow single-user/local-only surface and the inherited story
## Status: COMPLETE ## Status: COMPLETE
Accepted 2026-09-02. Evidence: `planning/reports/M2-BASELINE-REPORT.md` Accepted 2026-09-02. Evidence: `planning/archive/milestone-reports/M2-BASELINE-REPORT.md`
(measurements) and `planning/reports/M2-IMPLEMENTATION-REPORT.md` (review); (measurements) and `planning/archive/milestone-reports/M2-IMPLEMENTATION-REPORT.md` (review);
verdict *accept with non-blocking debt, proceed to M3*. Implementation is verdict *accept with non-blocking debt, proceed to M3*. Implementation is
commit `8c65ae9`, and the three defects the review found are commit `8652fe7` commit `8c65ae9`, and the three defects the review found are commit `8652fe7`
— see the closeout note appended to both reports. — see the closeout note appended to both reports.
@@ -193,9 +193,10 @@ commit `8c65ae9`, and the three defects the review found are commit `8652fe7`
**Debt carried forward, none of it blocking M3:** `Settings.model` still **Debt carried forward, none of it blocking M3:** `Settings.model` still
defaults to `""` with nothing prompting for it (M8); inert legacy tables and defaults to `""` with nothing prompting for it (M8); inert legacy tables and
columns await a cleanup migration once the schema settles, after M3/M5; there columns await a cleanup migration once the schema settles, after M3/M5; there
are still no frontend tests (M8); `docs/*.html`, upstream's project site and not are still no frontend tests (M8). `docs/*.html`, upstream's project site, was
served by the app, still links Google Fonts. Full table in the implementation listed here as still linking Google Fonts; the whole inherited `docs/` tree was
report §P. deleted in the 2026-09-03 documentation pass, which closes that item. Full table
in the implementation report §P.
--- ---
@@ -247,6 +248,51 @@ Must cover:
History operations are non-destructive, Redo works, divergence preserves old futures, and export/import reopens at the exact active head. History operations are non-destructive, Redo works, divergence preserves old futures, and export/import reopens at the exact active head.
## Status: COMPLETE
Accepted 2026-09-03. Evidence: `planning/archive/milestone-reports/M3-IMPLEMENTATION-REPORT.md`,
which is M3's primary evidence record — no separate baseline report was produced,
so that document carries the raw counts and runtime observations as well as the
review. The architecture is recorded in **ADR 012**.
**Capabilities M3 delivered, which later milestones inherit rather than build:**
- **Undo that deletes zero accepted turns** — measured directly on row identity:
15 rows before five Undos, 15 after,
- **Redo**, round-tripping exactly (head 14 → 4 → 14) in transcript and in state,
- a **single head-movement mechanism** every position change goes through, and a
**single capped lineage** that bounds every read of the story,
- **divergence decided by the lineage** rather than by a flag: the first write
below a moved-back head forks, the displaced future keeps its rows, and
ordinary Redo stops offering it with nothing to invalidate,
- **branch-scoped memory isolation preserved for free** — a memory past the head
is unretrievable and becomes eligible again on Redo, with no pruning and no
re-embedding,
- **an export that carries the reader's position**, so a campaign exported after
two Undos imports still undone, with pre-M3 bundles opening at their tip,
- **Undo across fork points** to the campaign opening, and refusal to change what
a turn says while story descends from it off screen — both ratified in
`STORY-BRANCH-SEMANTICS.md` (§5, §10, §14A).
**Closeout condition — CLOSED at M4 closeout (2026-09-03).** M3 was accepted with
one condition outstanding: the required **browser smoke test had not been
performed**, because no session in which M3 was implemented or reviewed had a
browser available, leaving the DOM-level behaviour of the Redo button and its
disabled states unverified by observation.
That condition is now discharged. A real Firefox 154.0.1, driven through
geckodriver, exercised M3's controls in the rendered application: Undo enabled
and Redo disabled at the tip, two Undos moving the transcript back, Redo becoming
enabled and returning the original tip exactly, Retry and the take pager, and a
divergent write retiring Redo with no stale old-future text on screen. It passed.
Evidence: `planning/reports/M4-IMPLEMENTATION-REPORT.md` §W.7.
**Debt carried forward, none of it blocking M4:** full narrator-edit state
re-evaluation is deferred to M5 (`STORY-BRANCH-SEMANTICS.md` §14A records the
interim refusal); `POST /adventures/import` returns every branch's rows rather
than a head-capped window (inherited, harmless in the UI); `ActionPage` is
constructed in two places. Full table in the implementation report §S.
--- ---
# M4 — Named Save Points / Checkpoints # M4 — Named Save Points / Checkpoints
@@ -283,6 +329,147 @@ Add durable user-facing Save Points on top of the active-head model.
The user can create a named Save Point, continue, restart, restore it, and continue differently without losing later history. The user can create a named Save Point, continue, restart, restore it, and continue differently without losing later history.
## Note from M3 — reuse the head machinery, do not build a second one
A Save Point is **a durable named pointer to a recoverable story position**, and
nothing more. M3 made that position a stored coordinate and made moving to one a
row lookup plus a state restore, so restoring a Save Point is head movement with
a bounds check — not a restore system of its own.
Concretely, M4 should:
- store the coordinate, the name, and the metadata around them, and no copy of
any story;
- restore by calling M3's head-movement mechanism, so that state, transcript,
context and memory eligibility all move together exactly as they do for Undo
and Redo, and so that later history is retained rather than deleted (D13 is
already satisfied by the mechanism);
- let the existing fork-on-first-write-below-the-head rule handle divergence
after a restore, rather than forking at restore time;
- validate that a Save Point's coordinate is still on the lineage being read
before moving to it.
A second restore path is the specific failure to avoid. The Phase 0B spike put
the fork check in the write path and left Retry and add-take on the old one, and
M3's cost was reconciling them; a parallel checkpoint mover would recreate that
divergence in a place where the two paths would silently disagree about what
"restore" means. See ADR 012.
## Status: COMPLETE
Accepted 2026-09-03. Evidence: `planning/reports/M4-IMPLEMENTATION-REPORT.md`,
including its §W closeout addendum. The Definition of Done is met, and — for the
first time in this project — **verified in a real browser**.
**What M4 delivered:**
- **`checkpoints`**, a table holding a name, an optional note, and a
`(branch, depth)` coordinate — and no copy of any story. `create_all` builds
it, as it did `memories` and `branches`; migration 80 adds the index. No
backfill: nobody had named a position before M4, and inventing one would be
inventing the decision.
- **Create / list / rename / delete / restore** under
`/api/adventures/{id}/checkpoints`, campaign-scoped, with a Save Point from
another campaign a 404 rather than a restore of the wrong story.
- **Create at the active head, not the retained tip**, so a Save Point made after
two Undos names the undone position.
- **Restore that delegates**, and is the whole of the milestone's architecture:
resolve the coordinate, refuse it if it names no live turn, then
`head.move_to_node` — one function whose depth half is M3's `head.move_to`
unchanged, and whose branch half is the single assignment `switch_branch`
makes. Restore forks nothing.
- **A browser Save Point panel** — create form, list, Restore, Rename, Delete,
with both confirmations saying what is *not* destroyed — plus a Save Point
button beside Undo and Redo, where it belongs. No branch explorer, no
discarded-history browser, no merge UI.
- **Export/import of Save Points** with no format version bump, and a pre-M4
bundle importing with none.
**The one architectural decision M4 had to make**, which ADR 012 does not settle:
a Save Point can name a position on a line the story has since left, so restore
moves the branch half of the head as well — but *only* when the coordinate is not
on the path being read. Doing it unconditionally would quietly hand back an
abandoned continuation whenever a Save Point in a shared prefix was restored. No
new ADR: this is ADR 012's mechanism applied to both halves of a coordinate ADR
012 already defines, not a new architecture. `TECHNICAL-DESIGN.md` §8.8 records
it.
**Tests:** 42 in `backend/tests/test_save_points.py`, covering D11-D14, I04, L03,
E-series lineage and memory isolation after restore and divergence, the edge
cases in the brief, and the M3-database migration.
**Facts M5 inherits, and must not redesign:**
- a Save Point is a **durable story coordinate** — `(branch, depth)` — carrying
no copy of transcript, state, prompt, memory or summary;
- **restore is M3 head movement**, through the same `head.move_to` Undo and Redo
use; there is no second restore path and M5 must not add one;
- **state recovery stays snapshot/cached-position based**, never a replay of the
campaign (`TECHNICAL-DESIGN.md` §10.4). This is now load-bearing for Save
Points as well as Undo/Redo;
- **the first divergent write** after a restore creates the continuation;
restore itself never forks;
- **history a Save Point names cannot disappear** through an unrelated deletion
(§19.1);
- **M3/M4 history and Save Point semantics are infrastructure now.** M5 replaces
the state *model*; it does not revisit how the story is positioned.
**Acceptance evidence:** D11-D14, I04 and L03 all pass. D11 and L03 are
discharged by automation that crosses a **genuine OS process boundary** — one
server process writes the campaign, is killed, and a second process reads it back
— rather than by recreating a client in one process.
**The browser condition is closed, for M4 and retrospectively for M3.** A real
Firefox 154.0.1, driven through geckodriver over the W3C WebDriver protocol,
exercised the rendered DOM end to end: **44/44 checks passed**, covering M3's
Undo/Redo enable states and transcript movement, Retry and the take pager, M3
divergence and the disappearance of Redo, and every M4 Save Point operation
including both confirmations and the branch-delete warning. No console errors.
This closes the outstanding M3 condition recorded above and the equivalent M4
one.
**The three review findings were fixed during closeout:**
- **B-1** — the Save Point list was an N+1 that loaded whole `Action` rows,
narration included. It is now one bulk two-column coordinate query plus one
lineage: **53 SELECTs for 25 Save Points became 5**, and the query count no
longer moves with the length of the list.
- **B-2** — deleting a branch silently deleted the Save Points naming it. Fixed
as a **behaviour** defect, not a wording one: a branch a Save Point names can
no longer be deleted at all. The request is refused with the offending Save
Points named, the user deletes them explicitly (which deletes no story), and
the branch then goes. Both delete controls, in the branch list and in the tree
overlay, disable and explain rather than warning about a loss that no longer
happens. `STORY-BRANCH-SEMANTICS.md` **§19.1** records the rule; §28 already
required a future cleanup feature to retain checkpoint-referenced paths, and
this is that requirement applied to the deletion path that exists today.
- **B-3** — the D11/L03 automation now spawns real server processes.
**Also fixed:** creating a Save Point takes the campaign's turn lock (review §S
C-5), so "save where I am" cannot read a head that a turn in flight is about to
move. Rename and Delete deliberately do not take it — neither reads nor moves a
story position.
**Debt M4 carries forward:** the Save Point panel has no frontend test, because
the project still has no frontend test runner at all (M8) — the browser smoke
test above is a closeout procedure, not a suite. `POST /adventures/import` still
returns every branch's rows rather than a head-capped window (inherited, M3).
## Note to M5 — the instrumentation is now larger than M3 estimated
M4 added **60 tests that use inherited RPG world-state values as deterministic
instrumentation**, on top of the ~20 M3 flagged. M5 replaces that state model,
and must **move the instrumentation while preserving the behavioural
assertions**: what those tests measure is where the story is being read and what
state belongs to that position, which is exactly as true after M5 as before it.
Deleting them would delete the evidence for D11-D14, I04, L03 and the E-series.
The existing constraint stands and is now load-bearing for Save Points as well as
Undo/Redo: **historical state must remain efficiently snapshot/cache
recoverable**, so that moving to a position never becomes proportional to
campaign length (`TECHNICAL-DESIGN.md` §10.4). Restore, Undo and Redo all pay
whatever that costs.
--- ---
# M5 — Genre-Neutral Authoritative Narrative State # M5 — Genre-Neutral Authoritative Narrative State
@@ -367,7 +554,42 @@ undo semantics and are expected to be rewritten by M3; that is separate from
this instrumentation point, and they should likewise be rewritten rather than this instrumentation point, and they should likewise be rewritten rather than
dropped. dropped.
Evidence: `planning/reports/M2-IMPLEMENTATION-REPORT.md` §K.2, §Q. Evidence: `planning/archive/milestone-reports/M2-IMPLEMENTATION-REPORT.md` §K.2, §Q.
## Note from M3 — three constraints this milestone must satisfy
**1. Keep state efficiently recoverable at a retained position.**
M3's head movement is a row lookup plus a state restore, which is why Undo, Redo
and — from M4 — Save Point restore all cost the same regardless of how far into a
campaign the position is. A state model recoverable only by replaying events from
the campaign opening would make every one of those operations proportional to
campaign length, on exactly the long campaigns this product exists for.
`TECHNICAL-DESIGN.md` §10.4 already selects a hybrid of validated events plus
snapshots/cache. M3 turns the snapshot half from a preference into a requirement:
keep per-node snapshots, or an equivalent cache with the same property, while
adding the typed event model. See ADR 012.
**2. Move the instrumentation, keep the assertions.**
The M2 note above applies with more force after M3: `test_head_cursor.py` adds
roughly a dozen more tests that express position and rollback through the
inherited gold counter. What they measure is *positional* — that the state
belonging to a story position is restored when the head moves to it, in either
direction, and that an abandoned line's state does not survive a divergence.
Those properties must still hold over whatever carries state after M5. The file's
own docstring says so.
**3. Complete the narrator edit.**
`STORY-BRANCH-SEMANTICS.md` §14-15 requires that a narrator edit become
authoritative and that the state it implies be re-evaluated. That requirement is
intact and unimplemented: re-evaluating state from prose a user typed needs this
milestone's extraction pass. M3 shipped the safe interim behavior only — an
in-place edit is refused when story descends from the turn and is off screen
(§14A), so retained history cannot be made to disagree with itself unseen.
M5 is where §14-15 is finished: return to the state before the edited narration,
treat the edited text as accepted output, re-evaluate the implied state, create a
new continuation, and retain the original. The refusal in §14A is then replaced
by that behavior rather than kept alongside it.
--- ---
@@ -427,7 +649,7 @@ M6 therefore additionally requires:
degraded the storyteller quietly and left the transcript correct, which is the degraded the storyteller quietly and left the transcript correct, which is the
right failure direction — but it must also be a *visible* one. right failure direction — but it must also be a *visible* one.
Evidence: `planning/reports/M2-IMPLEMENTATION-REPORT.md` §A.1, §9.1. Evidence: `planning/archive/milestone-reports/M2-IMPLEMENTATION-REPORT.md` §A.1, §9.1.
--- ---
-14
View File
@@ -1,14 +0,0 @@
# Codex Handoff Note
**Status:** Phase 0B handoff complete; historical only.
The earlier Phase 0B execution prompts are retained for audit/history:
- `PHASE-0B-CODEX-BRIEF.md`
- `PHASE-0B-CODEX-HANDOFF.md`
Do **not** execute either as the next production task.
Phase 0B has been completed and the resulting recommendation reviewed. AI-DnD is now the selected production base, and the planning package has been revised accordingly.
The next production Codex prompt has **not** been prepared. It should be created only after the current planning-package revision is reviewed and approved. When authorized, the first implementation prompt should be derived from Production Milestone M1 in `BUILD-MILESTONES.md`, not from the Phase 0B validation briefs.
+101 -1
View File
@@ -74,6 +74,14 @@ story_profile:
tense: optional string tense: optional string
``` ```
The active head is **stored on the campaign, not derived** from its newest turn.
This is the concept M3 implemented; the current implementation carries it as a
branch reference plus a depth on that branch rather than as a turn id, which is
an equivalent coordinate and is what the export format records. What matters
conceptually is that the position is a decision the campaign remembers: two
campaigns holding identical turns can be being read at different places, and
nothing about the turns themselves can tell them apart.
Campaigns also store durable narrator rules and model configuration. Campaigns also store durable narrator rules and model configuration.
Potential model roles: Potential model roles:
@@ -109,7 +117,26 @@ Rules:
- Redo moves the active head forward while the prior continuation remains selected, - Redo moves the active head forward while the prior continuation remains selected,
- a new write below the retained tip creates a new continuation and leaves the old future retained/disposable. - a new write below the retained tip creates a new continuation and leaves the old future retained/disposable.
Detailed behavior will be defined separately in `STORY-BRANCH-SEMANTICS.md`. `disposition` above is conceptual. As implemented in M3 it is stored as **the
fact that produced it** rather than as a word: a branch records the depth a
divergent write left it at, and when. No value means active; a value means the
story past that depth is retained history no active head is reading. The
shallowest departure wins if a branch is left more than once.
Two properties of that representation are deliberate and worth carrying in this
document:
- **Nothing reads it to decide behavior.** Whether Redo is available, what the
transcript shows, and which continuation a write belongs to are all decided by
the lineage. A stale or hand-edited disposition therefore cannot make the story
wrong; it can only mislead a cleanup or recovery feature about what is
abandoned.
- **It survives export and import.** Every row of an abandoned line is exported
either way, so the disposition is the only thing distinguishing it from an
active one in a restored campaign.
Detailed behavior will be defined separately in `STORY-BRANCH-SEMANTICS.md`;
the architecture is recorded in ADR 012.
## 6. Turn ## 6. Turn
@@ -183,6 +210,66 @@ checkpoint:
A checkpoint is a named pointer to a recoverable story position. It should normally remain tied to the turn where it was created. Restoring it moves the campaign active head; it does not delete later retained history. A new branch is created on the first divergent write after restore, not merely because the checkpoint was opened. A checkpoint is a named pointer to a recoverable story position. It should normally remain tied to the turn where it was created. Restoring it moves the campaign active head; it does not delete later retained history. A new branch is created on the first divergent write after restore, not merely because the checkpoint was opened.
As implemented in M4, the pointer is a **coordinate rather than a turn id**:
`(branch_id, depth)`, which is the same pair §4 records as the campaign's active
head and which `head.node_at` resolves. This is the equivalence §4 already draws
between a turn reference and a branch-plus-depth, applied to the same position
from the other end, and it is not a shortcut — it is the more correct pointer of
the two for this data model:
- **A coordinate follows a retry; a row id does not.** One coordinate holds
every attempt at a turn and exactly one of them is live (§7). A Save Point
names the turn, so it must land on whichever take the story currently tells.
Pinning the row would leave the pointer on a superseded attempt the reader
cannot see.
- **The user-facing term is Save Point**; `checkpoint` remains the internal name
(`BROWSER-UX-SPEC.md` §23).
The row carries the name, an optional note, the coordinate, and its timestamps.
It carries **no** copy of the transcript, the state, the prompt, a memory, a
summary, or a branch's contents. Everything a restore produces comes from the
retained history the coordinate points into.
The retry case is what settles the coordinate-versus-turn-id question, and M4
closeout measured it rather than arguing it. A Save Point named a turn whose
live row was id 17; retrying that turn made id 17 dead and id 18 live at the
same coordinate; the Save Point resolved to id 18 and restored correctly. A row
id would have pinned a take the story no longer tells. **A Save Point names a
story position, not a particular take of it.**
Three further properties of the implemented model, recorded so they are decided
rather than incidental:
- **Names are not unique**, and nothing requires them to be. No product
requirement asks for uniqueness, and two names for one moment is a reasonable
thing for a player to want.
- **Several Save Points may name the same position.** Same reason.
- **Ordinary list presentation is newest-created first.** Story order is not
something the list can honestly claim: depths on lines that have parted
company are not comparable, so ordering by depth would draw a sequence that no
reading of the story passes through. When each was made is a fact about all of
them.
None of this is genre-specific. A coordinate is a position in a story; what the
state at that position *contains* is M5's question, and changing it does not
change what a Save Point is.
Two consequences worth recording here:
- **Restore reuses the campaign's one head-movement mechanism.** It resolves the
coordinate and moves the head; nothing is reconstructed and nothing is
deleted. The branch half of the head moves only when the coordinate is not on
the path being read, which is what makes a Save Point on a departed line
restorable at all — and what keeps a Save Point in a shared prefix from
dragging the reader off the line they chose. See `TECHNICAL-DESIGN.md` §8.8.
- **A checkpoint is durable against everything but its own explicit deletion.**
No pass removes one for going stale, sitting behind the head, or naming a line
the story left (`STORY-BRANCH-SEMANTICS.md` §19). Deleting a *branch* does not
remove one either: the deletion is refused while a checkpoint names any
position in the subtree, and the user deletes the checkpoint first
(§19.1). Deleting the whole campaign removes them, which is what deleting a
campaign means.
## 9. Narrative Entity ## 9. Narrative Entity
An entity is a persistent thing or concept in the fictional world. An entity is a persistent thing or concept in the fictional world.
@@ -655,6 +742,19 @@ A campaign export should be capable of preserving:
The physical container format remains an implementation choice, but the export must preserve the exact active branch **and active head position**, even when the head is behind a retained tip after Undo. A ZIP containing a database plus manifest remains a strong candidate. The physical container format remains an implementation choice, but the export must preserve the exact active branch **and active head position**, even when the head is behind a retained tip after Undo. A ZIP containing a database plus manifest remains a strong candidate.
As implemented in M3, the export carries the active branch, the active head
position on it, and each branch's disposition, alongside the whole retained turn
graph. **M4 added the checkpoints**, by the same rule: a position someone chose
to name cannot be recomputed from the turns, because nothing about a turn records
that it was bookmarked. The head and the checkpoints stay independent on import —
a campaign opens where its head says, never at a checkpoint merely because one is
in the file. The governing rule for this package is that an export carries what was
*chosen* and recomputes what is *derived* — and the active head moved from the
second category to the first, because once Undo stops deleting, two campaigns
with identical turns can be being read at different positions and no import can
tell which. An export written before the field existed is opened at its retained
tip, which is the position such a file recorded.
## 30. Deletion vs Archival ## 30. Deletion vs Archival
The system must distinguish: The system must distinguish:
+1 -1
View File
@@ -57,4 +57,4 @@ Therefore:
`http://…:11434`. `http://…:11434`.
M1 implemented this (`backend/app/tlstrust.py`); see M1 implemented this (`backend/app/tlstrust.py`); see
`planning/reports/M1-IMPLEMENTATION-REPORT.md` §G. `planning/archive/milestone-reports/M1-IMPLEMENTATION-REPORT.md` §G.
@@ -115,4 +115,4 @@ itself beyond loopback, which remains out of scope for v1.
- `SECURITY-THREAT-MODEL.md` §10A, §71A item 5, §77 - `SECURITY-THREAT-MODEL.md` §10A, §71A item 5, §77
- `TECHNICAL-DESIGN.md` §5.1 item 4, §5.2 - `TECHNICAL-DESIGN.md` §5.1 item 4, §5.2
- ADR 002 (Ollama-only, and the TLS consequence), ADR 004 (local-only production) - ADR 002 (Ollama-only, and the TLS consequence), ADR 004 (local-only production)
- `planning/reports/M2-IMPLEMENTATION-REPORT.md` §F, §K.1 - `planning/archive/milestone-reports/M2-IMPLEMENTATION-REPORT.md` §F, §K.1
@@ -0,0 +1,116 @@
# ADR 012 — Active-Head Non-Destructive History
**Status:** Accepted; implemented in M3
**Date:** 2026-09-03
## Decision
Where the story is being read and how much story is retained are **two separate
facts**, stored separately and answered by different code.
- The **active head** is a stored position — a branch and a depth on it. It is
where the story currently ends as far as the reader, the narrator prompt, and
every feature built on them are concerned.
- The **retained tip** is the deepest node still kept on the same lineage. It may
be ahead of the head.
Undo and Redo move the active head. They delete nothing, restore nothing from a
log, and recompute nothing. Every ordinary read of the story is bounded by the
head; retained story beyond it stays live in the database, reachable by Redo,
and available to a divergence.
Concretely, and as implemented:
1. The active head is persisted on the campaign, not derived from the newest
row. It is a decision, and no read may re-derive it.
2. Lineage resolution caps every entry at the head, in one place, so the
transcript, the assembled context, take/parent resolution and memory
retrieval narrow together and cannot disagree.
3. Reading past the head is possible through one narrow, named exception, and
only two callers may use it: Redo, and the check that decides whether a write
must fork.
4. The state belonging to a position is recorded on the node that produced it, so
moving the head is a row lookup plus a restore — the same cost at any
distance, in either direction.
5. Undo alone never forks. The **first write below a moved-back head** is the
divergence: it creates a new continuation, and the displaced future stays
where it was written, on the line it was written on.
6. Whether an ordinary Redo exists is decided by the lineage, not by a flag. After
a divergence the displaced future is no longer on the lineage, so there is
nothing ahead to walk into and no state to invalidate.
7. A branch the story has left records the depth it was left at and when, as
metadata that **nothing reads to decide behavior**. It exists so a divergence
is observable and so later cleanup and recovery features have something to
select on.
8. Derived work — memories, summary coverage — is anchored to the node it came
from and is therefore filtered by the same capped lineage. Undo prunes
nothing; Redo re-derives nothing.
9. Export carries the active head, because it is a chosen position rather than a
fact about the newest row. Import honors it. A file that predates the field is
opened at its tip, which is the position such a file recorded.
## Context
ADR 005 states the **product requirement**: returning to an earlier point
preserves abandoned future history rather than erasing it, and the user sees
Undo/Redo/Retry/Save Point rather than branch management. It names a movable
active head as the implementation direction and stops there.
This ADR records the **architecture selected to implement it**, as built and
demonstrated in M3. It does not restate or revise ADR 005.
The production base shipped a destructive Undo: it deleted the trailing turns,
pruned the memories covering them, and let the tip fall back to whatever
survived. That made the head a derived value, made Redo impossible, and — as
Phase 0B found — let an export silently reopen an undone campaign at its newest
retained turn.
## Alternatives Considered
- **Keep the head derived and mark rows inactive.** Rejected: every read would
need its own filter, and the filters would drift. Capping the lineage once is
what makes the whole application agree about where the story ends.
- **Rebuild state by replaying events from the opening.** Rejected: it makes the
cost of Undo proportional to campaign length, and long campaigns are the case
this product exists for.
- **Fork on Undo rather than on the first write below the head.** Rejected:
moving the head is not a decision to abandon anything — the user may be
reading, or about to Redo — and forking on every Undo fills the branch table
with branches nobody chose. Redo could not survive it.
- **Decide Redo from a stored flag.** Rejected: a flag can be stale or
hand-edited, and a wrong value would produce a wrong story. Deriving it from
the lineage cannot.
## Reason
The head is the smallest thing that can move. Making it a stored position rather
than a derived one turns Undo from an operation that destroys accepted story
into one that changes a coordinate, and everything else — Redo, divergence
preserving the old future, memory isolation, an export that reopens where the
user left it — follows from that single change rather than needing machinery of
its own.
## Consequences
- **Undo deletes zero accepted rows.** This is the invariant the architecture
exists to hold, and it is asserted directly on row identity.
- **Retained history accumulates.** v1 requires no automatic cleanup; the
disposition metadata is what a later cleanup or recovery feature will select
on.
- **Any operation that changes what the story says at a position must ask
whether story descends from that position and is off screen.** Switching the
selected take and editing a turn's text in place both must refuse in that
situation rather than act silently. See `STORY-BRANCH-SEMANTICS.md` §10 and
§14A.
- **Undo crosses fork points**, because a forked story includes the story it was
forked out of and nothing is being deleted. The floor is the campaign opening.
- **Save Points must reuse this mechanism.** A named save point is a durable
coordinate; restoring one is head movement with a bounds check. Introducing a
second restore path would reintroduce exactly the divergence this ADR removes.
- **The narrative-state model must keep state efficiently recoverable at a
position** — a per-node snapshot or an equivalent cache — or Undo, Redo and
Save Point restore all become proportional to campaign length. This is a
constraint on ADR 010's engine, not a reversal of it.
- **Every feature that reads story must read it through the capped lineage.**
Anything that queries rows directly will see retained history the story is not
telling.
-272
View File
@@ -1,272 +0,0 @@
# Phase 0B — Codex Initial Validation Brief
**Status:** COMPLETE / HISTORICAL — do not execute as a production prompt
**Purpose:** Run a focused first round of local validation on the three finalist repositories and return a recommendation based on what was actually learned.
## 1. Goal
We are **not** asking you to build the production application yet.
The goal of this round is to answer one question:
> Which existing project is the best starting point for the local interactive-story application, and what important technical facts did we learn that should affect the next design step?
The three finalists are:
1. AI-DnD
https://github.com/parththakkar106/AI-DnD
2. Open Dungeon
https://github.com/newideas99/open-dungeon
3. ai-adventure
https://github.com/CaoRuiming/ai-adventure
## 2. Important Product Requirements
Use these as the main evaluation criteria.
The eventual application should be:
- browser-first,
- local-only in v1,
- based on local Ollama inference,
- single-user,
- genre-agnostic,
- persistent across restarts,
- able to retain authoritative story state separately from model prose,
- able to Undo/Redo/Retry safely,
- able to preserve named save points/checkpoints,
- able to retain abandoned history without immediately deleting it,
- able to prevent abandoned-history facts/memories from leaking into the active story,
- able to support long-term context/memory,
- able to import local knowledge,
- able to inspect what context was sent to the model,
- architecturally compatible with future local image/video/TTS/STT support.
Do not try to implement all of these now.
This round is about determining which candidate already gives us the strongest foundation.
## 3. Read Only What You Need
Start with:
1. `README.md`
2. `SPECIFICATION.md`
3. `reports/PRELIMINARY-RECOMMENDATION.md`
4. `reports/REUSE-MATRIX.md`
Then use these only when relevant to a specific experiment:
- `STORY-BRANCH-SEMANTICS.md`
- `CONTEXT-AND-MEMORY.md`
- `SECURITY-THREAT-MODEL.md`
- `TEST-CAMPAIGN-FIXTURE.md`
Do **not** read every planning document up front unless needed.
## 4. Baseline Work for Each Candidate
For each repository:
1. Clone it cleanly.
2. Record the exact commit SHA.
3. Follow the documented install instructions.
4. Run the existing tests.
5. Build/start the application.
6. Confirm the basic local story flow.
7. Record:
- test results,
- storage/database technology,
- model/provider assumptions,
- local ports,
- major runtime failures,
- obvious cloud/hosted dependencies.
Do not spend excessive time fixing unrelated upstream problems.
If a project does not run cleanly, document why and continue.
## 5. Focused Experiment A — AI-DnD
We want to know whether AI-DnD can realistically serve as the production base.
Test:
- Can it run with Ollama locally?
- Can its story-tree/history system support simple user-facing Undo/Redo/Retry behavior?
- Does state rollback work independently of heavy RPG/stat mechanics?
- Can RPG-specific state be left empty/minimal without breaking the useful history/state architecture?
- Can QuickJS/scripting and hosted/cloud-oriented features be disabled without breaking local story operation?
- Can local memory/embedding behavior work without cloud services?
- Do memories/state respect the active history path?
- Is its context/Insights system useful for showing what was sent to the model?
Use a small disposable experiment if necessary.
Do **not** start stripping the whole application down.
## 6. Focused Experiment B — Open Dungeon
We want to know how expensive it would be to fix its history model.
Test:
- Confirm how Retry/Edit/Erase affect stored history.
- Identify whether old future turns are deleted.
- Trace which parts of the application depend on that linear/destructive behavior.
- Estimate how invasive it would be to change to:
- parent-linked turns,
- active head,
- retained abandoned history,
- named checkpoints,
- lineage-safe summaries/state.
Do not implement the complete branch system.
Also record useful existing pieces:
- browser UX,
- local image generation,
- character visual continuity,
- any scene/media architecture worth reusing.
## 7. Focused Experiment C — ai-adventure
We want to know whether its strong state/privacy architecture can realistically become a browser-based Ollama application.
Test:
- Run the existing tests.
- Confirm Undo/branch/checkpoint/replay behavior.
- Identify the provider abstraction.
- Prove one local Ollama-backed story turn using the smallest practical adapter.
- Determine how tightly the core application logic is coupled to the CLI.
- Assess whether the core could sit behind a browser/API layer without moving authoritative state logic.
- Review its local lore/FTS approach for possible reuse.
Do not build a browser frontend.
## 8. Offline / Privacy Check
For each candidate, once dependencies/models are installed:
- run it with outbound Internet unavailable or blocked where practical,
- exercise basic story generation,
- note any unexpected network attempts.
We do not need a full penetration test in this round.
We do need to know:
- whether local story use truly works offline,
- whether cloud services are required,
- whether analytics/telemetry/remote assets are present,
- how difficult those paths would be to remove.
## 9. Use the Standard Fixture Selectively
Use `TEST-CAMPAIGN-FIXTURE.md` where it helps answer continuity questions.
You do not need to execute the entire fixture against every candidate.
The most important checks are:
- possession/state consistency,
- restore/undo behavior,
- abandoned-path isolation,
- whether an old discarded fact can leak into current memory/context.
## 10. What Not to Do
Do not:
- build the production fork,
- merge repositories,
- redesign the full UI,
- implement full RAG,
- implement complete branching in Open Dungeon,
- remove all RPG code from AI-DnD,
- build a browser frontend for ai-adventure,
- add image/video/TTS/STT features,
- write the final production milestone plan.
Small disposable code changes are allowed only when needed to answer the evaluation questions.
## 11. Final Deliverable
The main output from this round should be a single recommendation document:
```text
PHASE-0B-RECOMMENDATION.md
```
It should summarize what was learned, not just list test logs.
Include:
### A. Executive Recommendation
- Which repository should be the production base?
- Confidence level: high / medium / low.
- Did the initial AI-DnD recommendation hold up?
### B. What We Learned About Each Candidate
For each:
- what worked,
- what failed,
- strongest reusable pieces,
- major architectural problems,
- likely amount/type of adaptation required.
### C. Key Technical Findings
Especially:
- history/undo model,
- state rollback,
- memory isolation,
- local Ollama support,
- offline/privacy behavior,
- browser suitability,
- imported-knowledge potential,
- future media extension potential.
### D. Important Surprises
Anything that contradicts the current planning assumptions.
### E. Recommendation for Next Step
Do **not** perform the next step.
Instead recommend what should happen next, such as:
- fork AI-DnD and begin a controlled strip-down,
- perform one additional experiment first,
- reconsider Open Dungeon,
- use ai-adventure as the base instead,
- revise one of the product assumptions.
### F. Open Questions
List anything that could not be resolved in this round.
## 12. Supporting Evidence
You may also create concise supporting notes/logs for:
- baseline results,
- AI-DnD experiment,
- Open Dungeon history analysis,
- ai-adventure Ollama adapter,
- offline/network observations.
Keep them concise.
The recommendation document is the primary deliverable.
## 13. Stop Condition
When `PHASE-0B-RECOMMENDATION.md` is complete, stop.
We will take the findings back into the design discussion, re-examine the assumptions, and decide the next step before any production implementation begins.
-277
View File
@@ -1,277 +0,0 @@
# Phase 0B — Codex Local Validation Handoff
**Status:** COMPLETE / HISTORICAL — do not execute as a production prompt
**Purpose:** Validate the Phase 0A recommendation using local builds, tests, offline runtime observation, and tightly scoped experiments.
**Stop rule:** Do not begin production implementation.
## 1. Read Before Starting
Read the package in the order listed in `README.md`.
At minimum, before modifying any finalist, read:
1. `SPECIFICATION.md`
2. `DATA-MODEL.md`
3. `STORY-BRANCH-SEMANTICS.md`
4. `CONTEXT-AND-MEMORY.md`
5. `IMPORTED-KNOWLEDGE-DESIGN.md`
6. `SECURITY-THREAT-MODEL.md`
7. `MEDIA-EXTENSION-CONTRACT.md`
8. `BROWSER-UX-SPEC.md`
9. `TEST-CAMPAIGN-FIXTURE.md`
10. `V1-ACCEPTANCE-TESTS.md`
11. `reports/PRELIMINARY-RECOMMENDATION.md`
12. `reports/REUSE-MATRIX.md`
Treat the detailed behavioral documents and acceptance tests as the target behavior. Treat `TECHNICAL-DESIGN.md` as provisional.
## 2. Finalists to Clone
Clone only these three primary finalists for Phase 0B:
1. https://github.com/parththakkar106/AI-DnD
2. https://github.com/newideas99/open-dungeon
3. https://github.com/CaoRuiming/ai-adventure
At clone time record exact commit SHA, branch/tag, date, license, dependency lockfiles, required runtimes, and documented local model/provider assumptions.
Keep each upstream clone clean. Use separate experiment branches/worktrees for disposable changes. Do not merge candidate repositories together.
## 3. Result Codes
Use consistently:
```text
PASS
PARTIAL
FAIL
NOT IMPLEMENTED
NOT APPLICABLE
```
Do not convert an untested requirement into a PASS.
## 4. Validation V0 — Environment and Baseline
For all three:
- install from documented instructions,
- run existing test suite,
- run build/lint/typecheck where applicable,
- record failures,
- record actual current test count,
- record local data paths,
- record listening ports,
- record child processes/services,
- record model/provider configuration,
- record database/storage technology.
Deliver one baseline report per project. Do not rely on README claims for test counts or feature behavior.
## 5. Validation V1 — Offline and Network Behavior
After dependencies and local models are already installed, block outbound Internet and exercise launch, story creation, 5+ turns, restart/resume, summaries, memory/embeddings if present, Retry, Undo/rewind, checkpoint/branch features if present, `.txt`/`.md` import if present, and Open Dungeon local image generation if configured.
Capture open sockets, DNS attempts, HTTP(S)/WebSocket destinations, and which feature caused each request.
Use `SECURITY-THREAT-MODEL.md` and acceptance groups A, G, and H.
Pass condition for target v1 operation:
> Story content, imported knowledge, prompt/context data, and media prompts do not leave loopback or explicitly approved local endpoints.
## 6. Standard Fixture Use
Use `TEST-CAMPAIGN-FIXTURE.md` as the standard narrative test bed.
Where a finalist cannot represent the fixture directly, map it as closely as possible, document the mismatch, and do not silently change expected truth/state to suit the candidate.
Important checks:
- Mara's knowledge boundaries,
- Silver Key ownership,
- resurrection canon,
- Canon vs Reference vs Inspiration authority,
- Path A secret followed by restore/divergence into Path B,
- abandoned-history memory isolation,
- long-term memory plant,
- checkpoint persistence,
- science-fiction variant.
## 7. Acceptance-Test Mapping
Use `V1-ACCEPTANCE-TESTS.md` as the common comparison contract. Produce a gap matrix rather than forcing each candidate to fully pass v1.
Use these interpretations:
```text
Already passes
Passes with configuration
Small adaptation
Foundational redesign
Not present
```
Prioritize high-risk groups:
- A01-A05 — local operation/persistence
- C01-C05 — canon/state
- D01-D14 — Undo/Redo/Retry/checkpoints
- E01-E04 — lineage safety
- F01-F08 — memory/context
- G01-G10 — imported knowledge where supported
- H01-H10 — security/privacy
- J01-J03 — genre independence
- K01-K04 — media readiness
- L01-L04 — data integrity
Long-run M01-M04 need not be fully executed against every candidate if disproportionate; identify production risk and existing test coverage instead.
## 8. Experiment V2 — AI-DnD Strip-Down Feasibility
Do not redesign the application.
Answer:
1. Can a scenario run with RPG stats absent, empty, or minimal?
2. Do branch/retry/undo/tree tests operate independently of RPG mechanics?
3. Can user-facing tree complexity be hidden behind `STORY-BRANCH-SEMANTICS.md`?
4. Disable QuickJS scripting. What breaks?
5. Disable/remove hosted multi-user/auth/demo/analytics paths. What breaks locally?
6. Configure only local Ollama generation.
7. Configure only local embeddings, preferably Ollama/local.
8. Verify branch switching restores correct generic state.
9. Verify memory retrieval respects active lineage.
10. Test whether abandoned Path A facts leak into Path B.
11. Map Story Cards/world-info to Canon / Reference / Inspiration.
12. Determine whether prompt/context snapshots satisfy Context Inspector requirements.
13. Determine whether visual/scene snapshot data can be added without RPG coupling.
14. Inventory code coupled to RPG worldstate, scripting, hosted auth, analytics, remote providers, and AI Dungeon compatibility.
Estimate invasiveness by affected files/modules, not hours. Do not merge the experiment.
## 9. Experiment V3 — Open Dungeon Branch Retrofit Impact
Do not implement full branching.
Trace message CRUD, Retry, Erase, Edit, Continue, summary generation, state/character persistence, image association, and visual continuity. Confirm destructive-tail assumptions.
Design a minimal hypothetical persistence change supporting:
```text
turn/node ID
parent turn ID
active head
alternate narrator takes
retained disposable history
checkpoint pointer
lineage-safe summaries/memories
```
Use the standard fixture to reason through Undo/restore, Path A -> Path B divergence, stale summary/state risks, and image attachment after divergence.
Also inspect local image/provider patterns for reuse. Measure invasiveness; do not build the branch system.
## 10. Experiment V4 — ai-adventure Ollama / Service Boundary
1. Run existing tests unchanged.
2. Identify provider interface.
3. Prove one Ollama-backed turn using the smallest disposable adapter possible.
4. Identify modules that know about the CLI.
5. Determine whether the app/state layer can be wrapped by a browser/API service without moving authoritative logic.
6. Verify undo, branch, checkpoint, restore, replay.
7. Evaluate event/commit discipline for reuse.
8. Evaluate its FTS/lore system against `IMPORTED-KNOWLEDGE-DESIGN.md`.
9. Determine difficulty of adding semantic local retrieval while preserving lexical retrieval.
10. Check privacy boundary with the Ollama adapter.
Do not build a browser UI.
## 11. Validation V5 — Test Quality
For each finalist report actual test count, categories, branch/rollback coverage, state reconstruction, migrations, summary/memory coverage, provider mocks, offline/network tests, browser tests, security tests, flaky/failing tests, and tests requiring Internet.
Highlight which high-risk acceptance requirements already have regression coverage.
## 12. Validation V6 — Imported Knowledge Gap Analysis
Against `IMPORTED-KNOWLEDGE-DESIGN.md`, report local `.txt`/`.md` ingestion, classifications, campaign isolation, provenance, lexical/semantic search, embedding provider, enable/disable, deletion, export/import, hidden canon, prompt-injection framing, and remote URL/image behavior.
Do not implement a full new RAG subsystem during Phase 0B.
## 13. Validation V7 — Browser UX Gap Analysis
Against `BROWSER-UX-SPEC.md`, report story reading/input quality, streaming, Undo/Redo/Retry UI, alternate-take selection, edit behavior, Save Points, state inspection, knowledge management, prompt/context inspection, local-model status, and advanced complexity exposed to the user.
Explicitly identify AI-DnD components worth retaining and Open Dungeon components worth borrowing/reimplementing. Do not redesign the frontend.
## 14. Validation V8 — Future Media and Speech Readiness
Against `MEDIA-EXTENSION-CONTRACT.md`, determine whether the architecture can support future local image generation, video generation, audio/ambience, text-to-speech, and speech-to-text.
For STT, verify the architecture can support:
```text
local microphone/audio
->
local STT provider
->
editable draft text
->
normal user submission
```
STT output must not bypass the normal story commit path.
Do not implement STT/TTS/video during Phase 0B. Open Dungeon local image behavior may be exercised because it already exists.
## 15. Final Acceptance Gap Matrix
Produce a matrix organized by acceptance-test group covering A, C, D, E, F, G, H, I, J, K, L, plus UX fit. Include production impact for each gap.
## 16. Final Decision Matrix
Return:
| Question | AI-DnD | Open Dungeon | ai-adventure |
|---|---|---|---|
| Baseline builds | | | |
| Existing tests pass | | | |
| Runs offline after setup | | | |
| Ollama works | | | |
| History semantics fit | | | |
| State authority fits | | | |
| Memory/lineage fits | | | |
| Imported knowledge fit | | | |
| Prompt inspection fit | | | |
| Security/local-only hardening | | | |
| Unwanted-code removal scope | | | |
| Browser UX fit | | | |
| Media extension fit | | | |
| Future TTS/STT fit | | | |
| Major blockers | | | |
## 17. Recommendation Report
The final recommendation should answer:
1. Which single repository should be the production base?
2. Why?
3. What are the top architectural risks?
4. What must be removed?
5. What must be generalized?
6. Which concepts/components should be reimplemented from other candidates?
7. Does Phase 0B change the preliminary AI-DnD recommendation?
8. Which open questions remain before `TECHNICAL-DESIGN.md` v1.0?
9. Are any v1 requirements likely to need reconsideration because of real technical constraints?
10. Is unlimited Undo straightforward? If not, what practical limit exists and why?
Use evidence, not repository popularity or feature count.
## 18. Stop Condition
Stop after baseline reports, offline/network evidence, three scoped experiments, test-quality report, acceptance-gap matrix, decision matrix, and final recommendation.
Do not start the production fork conversion, implement the complete branch system, build the final browser UI, implement full RAG, add video/TTS/STT, rewrite the production technical design, or write production milestones.
Return reports and experiment diffs/results for review. The fork/architecture decision will be made from those results.
-49
View File
@@ -1,49 +0,0 @@
# Planning Update Summary — Post Phase 0B Review
**Date:** 2026-09-01
**Purpose:** Review aid. This file summarizes planning changes made after accepting the ten architecture decisions from the Phase 0B review.
## New Decisions Recorded
1. AI-DnD is the production base at pinned Phase 0B commit `d72f7c1b...`.
2. AI-DnD's browser/service/story-tree/memory/context foundation is retained as the ownership center.
3. The non-destructive head-cursor Undo/Redo spike is promoted into the production design, but the disposable spike is not treated as merge-ready production code.
4. Narrative state will use explicit typed events/absolute assignments inspired by ai-adventure, not AI-DnD's relative-delta protocol.
5. ai-adventure is an implementation reference, not the product specification.
6. Open Dungeon is a UX/media reference only.
7. Abandoned history is retained and marked disposable; no automatic cleanup is required in v1.
8. Export/import must preserve active head position as part of the history work.
9. Imported knowledge will be a separate first-class subsystem rather than an extension of Story Cards.
10. Future image/video/audio/TTS/STT extension contracts remain, but no media generation is required for v1.
11. Local-only inference may span user-controlled machines: same-host Ollama is the default, but an explicitly configured trusted-LAN Ollama host is supported in v1 without exposing the storyteller UI/API to the LAN.
## Documents Materially Revised
- `README.md`
- `SPECIFICATION.md`
- `TECHNICAL-DESIGN.md`
- `DATA-MODEL.md`
- `STORY-BRANCH-SEMANTICS.md`
- `CONTEXT-AND-MEMORY.md`
- `IMPORTED-KNOWLEDGE-DESIGN.md`
- `SECURITY-THREAT-MODEL.md`
- `V1-ACCEPTANCE-TESTS.md`
- `BUILD-MILESTONES.md`
- `RESEARCH-PLAN.md`
- `CODEX-HANDOFF-NOTE.md`
- `004-local-only-production.md`
- `005-branch-preserving-history.md`
- `008-phase0-before-build-plan.md`
## New ADRs
- `009-ai-dnd-production-base.md`
- `010-explicit-typed-narrative-state-events.md`
## Historical Evidence Intentionally Preserved
The Phase 0A candidate reports and the coding agent's `PHASE-0B-RECOMMENDATION.md` remain research evidence. They may contain assumptions that are superseded by the current planning documents. They are not silently rewritten to make the historical analysis appear as if it had reached later conclusions originally.
## Coding Prompt Status
No next Codex implementation prompt is included in this revision.
+121
View File
@@ -0,0 +1,121 @@
# ChatGPT Project Sources — what to upload
This file exists for one purpose: to tell the repository owner which files
belong in the **InteractiveStory** ChatGPT project's Sources. It is not a
documentation index — `planning/README.md` is that.
`planning/project-sources.txt` is the same list as bare paths, one per line, for
gathering the files.
The rule behind the list: **upload what is authoritative now.** A project source
is treated as current fact by whatever reads it, so a superseded document
uploaded alongside a current one does not add context — it manufactures a
conflict.
Refresh the Sources whenever the planning package is revised (`VERSION.md`
records each revision) and whenever a milestone completes.
## REQUIRED PROJECT SOURCES
Twenty-eight files.
**Repository orientation**
```text
README.md
DEVELOPMENT.md
PROVENANCE.md
```
**The planning index and its version**
```text
planning/README.md
planning/VERSION.md
```
**Product requirements and design**
```text
planning/SPECIFICATION.md
planning/TECHNICAL-DESIGN.md
planning/DATA-MODEL.md
planning/STORY-BRANCH-SEMANTICS.md
planning/CONTEXT-AND-MEMORY.md
planning/IMPORTED-KNOWLEDGE-DESIGN.md
planning/SECURITY-THREAT-MODEL.md
planning/MEDIA-EXTENSION-CONTRACT.md
planning/BROWSER-UX-SPEC.md
```
**Implementation plan and acceptance contract**
```text
planning/BUILD-MILESTONES.md
planning/V1-ACCEPTANCE-TESTS.md
planning/TEST-CAMPAIGN-FIXTURE.md
```
**The active ADRs** — all eleven. They are short, and each one closes a question
that will otherwise be reopened.
```text
planning/DECISIONS/001-browser-first.md
planning/DECISIONS/002-ollama-only-v1.md
planning/DECISIONS/003-authoritative-local-state.md
planning/DECISIONS/004-local-only-production.md
planning/DECISIONS/005-branch-preserving-history.md
planning/DECISIONS/006-genre-agnostic-core.md
planning/DECISIONS/007-future-media-extension.md
planning/DECISIONS/009-ai-dnd-production-base.md
planning/DECISIONS/010-explicit-typed-narrative-state-events.md
planning/DECISIONS/011-local-inference-endpoint-policy.md
planning/DECISIONS/012-active-head-non-destructive-history.md
```
ADR **008** is deliberately absent: it was the process gate requiring Phase 0 to
close before production work began, Phase 0 closed on 2026-09-01, and it is now
in `planning/archive/decisions/`.
## CURRENT-MILESTONE SOURCE
One file, and it changes as development progresses:
```text
planning/reports/M4-IMPLEMENTATION-REPORT.md
```
M4 is the most recently completed milestone, and M5 is the next to be briefed.
This report is M4's review *and* its closeout record: its §W holds the corrective
work, the process-boundary automation, and the real-browser verification that
closed the condition M3 and M4 both carried.
**Replace it, do not accumulate.** When M5's report lands, remove this one from
the project Sources and upload M5's instead. The repository does the same thing:
`planning/reports/` holds the current milestone's report and
`planning/archive/milestone-reports/` holds the rest.
## DO NOT UPLOAD AS PROJECT SOURCES
Not because these are worthless — because a source is read as current fact, and
these are not current.
- **Everything under `planning/archive/`.** The Phase 0 research reports, the
Phase 0B recommendation and spikes, the completed M1 and M2 milestone reports,
and archived ADR 008. Every conclusion they reached that still matters has
already been applied to the active documents; what is left is superseded
reasoning that will contradict the current package if uploaded beside it.
- **Older milestone reports**, once their successor exists. Uploading M1, M2 and
M3 together produces three descriptions of the same subsystem at three
different stages.
- **Source code.** `backend/`, `frontend/`, tests, migrations. The planning
package describes the system; the code is read in the repository, where it can
be searched and run.
- **Inherited upstream documentation.** Upstream AI-DnD's `plan/` build log and
`docs/` guides, generated HTML and screenshots were deleted from this
repository on 2026-09-03 for exactly this reason: they describe a hosted,
scripted, multi-user product this fork removed. Do not re-upload them from
upstream or from Git history.
- **Generated HTML, images and screenshots.** They add tokens, not facts.
- **`repo-inventory.txt` or any other local scratch output.** Not tracked, not
authoritative, stale the moment it is written.
+211 -109
View File
@@ -1,21 +1,151 @@
# Adventure Storyteller Planning Package # Adventure Storyteller — Planning Package
**Status:** Phase 0 complete; architecture selected; **Milestones M1 and M2 implemented and accepted (2026-09-02)**. **This file is the index. Start here.**
**Production coding:** Underway, milestone by milestone. M1 and M2 are done; M3 is the next milestone to brief.
This package contains the current product requirements, final Phase 0 architecture decisions, detailed subsystem designs, acceptance tests, research evidence, and the production milestone plan for the local-only interactive-story project. **Current state:** Phase 0 complete; AI-DnD forked as the production base;
milestones **M1, M2, M3 and M4 implemented and accepted** (M3 and M4:
2026-09-03).
**Next:** **M5 — Genre-Neutral Authoritative Narrative State.** Its brief has not
been written yet, and writing it is the current action.
## Current Decision **Package version:** see `VERSION.md`, which records what each revision changed
and why.
Phase 0A static research and Phase 0B local validation are complete. ## Where documentation lives
The production starting point is: ```text
planning/
active specifications and implementation planning — authoritative
planning/DECISIONS/
active architectural decisions (ADRs) — authoritative
planning/reports/
the current milestone's implementation report — evidence, not instruction
planning/archive/
historical evidence and completed planning material;
not authoritative for current implementation
```
You do not need to open `planning/archive/` to do ordinary milestone work. Go
there only when an active document sends you for a specific piece of historical
evidence. If an archived document contradicts an active one, the active one is
right.
Outside `planning/`: `README.md` describes the application, `DEVELOPMENT.md` is
setup and local operation, and `PROVENANCE.md` records what came from upstream
AI-DnD and what each milestone changed.
## Which document controls
When two documents appear to conflict, the one higher in this list wins:
1. `SPECIFICATION.md` — product requirements and required behavior.
2. The detailed behavior/design documents:
`STORY-BRANCH-SEMANTICS.md`, `CONTEXT-AND-MEMORY.md`,
`IMPORTED-KNOWLEDGE-DESIGN.md`, `SECURITY-THREAT-MODEL.md`,
`MEDIA-EXTENSION-CONTRACT.md`, `BROWSER-UX-SPEC.md`, `DATA-MODEL.md`.
3. `V1-ACCEPTANCE-TESTS.md` — the observable pass/fail contract.
4. `TECHNICAL-DESIGN.md` — the selected implementation architecture.
5. The ADRs in `DECISIONS/`.
6. `BUILD-MILESTONES.md` — implementation sequence. It sequences work; it does
not override product behavior.
7. The current milestone report in `reports/`, then `planning/archive/` —
evidence and historical findings, authoritative over nothing.
Two standing qualifications:
- Candidate repositories and research reports are **not** specifications. In
particular, ai-adventure is an implementation reference for selected patterns;
its behavior does not override this package.
- Where an ADR records the architecture chosen to implement a requirement stated
elsewhere, both stand: ADR 005 states the history requirement and ADR 012
states the architecture that implements it.
## The active documents
| Document | What it is for |
| --- | --- |
| `SPECIFICATION.md` | What the product must do. The top of the authority order. |
| `TECHNICAL-DESIGN.md` | The selected architecture, including what M1-M3 built, recorded as fact. |
| `DATA-MODEL.md` | Entities, the stored head, branch disposition, and the export shape. |
| `STORY-BRANCH-SEMANTICS.md` | Undo/Redo/Retry/branch/take behavior, including the M3 ratifications. |
| `CONTEXT-AND-MEMORY.md` | Prompt assembly, summarization, branch-safe memory. |
| `IMPORTED-KNOWLEDGE-DESIGN.md` | Canon / Reference / Inspiration knowledge as a first-class subsystem. |
| `SECURITY-THREAT-MODEL.md` | The trust boundary, and the inference endpoint policy as implemented. |
| `MEDIA-EXTENSION-CONTRACT.md` | The contract future image/video/audio/TTS/STT work must fit. |
| `BROWSER-UX-SPEC.md` | The browser surface, and what is deliberately not in it. |
| `BUILD-MILESTONES.md` | M1-M11, what each delivers, what is done, and the notes each milestone leaves its successors. |
| `V1-ACCEPTANCE-TESTS.md` | The pass/fail contract v1 is measured against. |
| `TEST-CAMPAIGN-FIXTURE.md` | The standard campaign the acceptance tests are run on. |
| `VERSION.md` | Package revision history: what each closeout changed. |
| `PROJECT-SOURCES.md` | Which files to upload as ChatGPT Project Sources. |
## Reading order for a new coding agent
1. This file.
2. `SPECIFICATION.md`
3. `TECHNICAL-DESIGN.md`
4. `BUILD-MILESTONES.md` — find the milestone you are being asked to do.
5. `STORY-BRANCH-SEMANTICS.md`
6. `DATA-MODEL.md`
7. `CONTEXT-AND-MEMORY.md`
8. `IMPORTED-KNOWLEDGE-DESIGN.md`
9. `SECURITY-THREAT-MODEL.md`
10. `BROWSER-UX-SPEC.md`
11. `V1-ACCEPTANCE-TESTS.md`
12. `DECISIONS/` — all of them; they are short.
13. `reports/M4-IMPLEMENTATION-REPORT.md`, for what the last milestone actually
left behind. Nothing in `planning/archive/` unless sent there.
## Architectural decisions
Active ADRs, all of which still constrain current or future work:
| ADR | Decision |
| --- | --- |
| `001-browser-first.md` | The UI is a browser application. |
| `002-ollama-only-v1.md` | Ollama-compatible local inference only; trusted-LAN HTTPS with a private CA is verified, never bypassed. |
| `003-authoritative-local-state.md` | The application owns authoritative state; the model does not. |
| `004-local-only-production.md` | Local-only runtime; no cloud, telemetry or runtime remote assets. |
| `005-branch-preserving-history.md` | History is preserved, not overwritten. **The requirement.** |
| `006-genre-agnostic-core.md` | The core state model is genre-agnostic. |
| `007-future-media-extension.md` | Media generation stays optional and decoupled. |
| `009-ai-dnd-production-base.md` | AI-DnD at `d72f7c1b…` is the production base. |
| `010-explicit-typed-narrative-state-events.md` | Explicit typed events / absolute assignments, not relative deltas. |
| `011-local-inference-endpoint-policy.md` | Address allowlist, deny by default, checked twice, TLS mandatory. |
| `012-active-head-non-destructive-history.md` | The stored active head. **The architecture implementing ADR 005.** |
`008-phase0-before-build-plan.md` was a process gate — do not begin production
work until Phase 0 closes — which Phase 0 satisfied on 2026-09-01. It is in
`archive/decisions/` and constrains nothing now. ADR numbering continues from
012; 008 is not reused.
## Milestone reports
`reports/` holds the report for the milestone most recently completed, because
that is the one the next milestone's planning has to consult:
- `reports/M4-IMPLEMENTATION-REPORT.md` — M4's review and its evidence record.
Completed earlier milestones are in `archive/milestone-reports/`, which M3's
report joined when M4's landed: a milestone report is useful during the
immediate next milestone and historical afterwards. M3's is now at
`archive/milestone-reports/M3-IMPLEMENTATION-REPORT.md`, unedited.
## The decision this package rests on
Phase 0A static research and Phase 0B local validation closed on 2026-09-01 with
one decision:
> **Fork AI-DnD at upstream commit `d72f7c1bda0f34fccd84afb7a25c34eb01c901de`.** > **Fork AI-DnD at upstream commit `d72f7c1bda0f34fccd84afb7a25c34eb01c901de`.**
The selection is based on measured Phase 0B behavior, not feature count. AI-DnD already contains the highest-value structural machinery: browser UI, FastAPI service boundary, SQLite persistence, parent-linked story history, alternate takes, branch-aware state snapshots, local Ollama operation, branch-scoped memory, prompt/context inspection, streaming, export/import, and a substantial automated test suite. It was chosen on measured behavior, not feature count: AI-DnD already had the
browser UI, the FastAPI service boundary, SQLite persistence, parent-linked
The selected composition of ideas is: story history, alternate takes, branch-aware state snapshots, local Ollama
operation, branch-scoped memory, prompt inspection, streaming, export/import and
a substantial test suite. The composition of ideas selected around it:
```text ```text
AI-DnD production base AI-DnD production base
@@ -26,45 +156,20 @@ AI-DnD production base
+ Gamentic provider-neutral media concepts + Gamentic provider-neutral media concepts
``` ```
This is **not** a repository merge. AI-DnD is the ownership center. Other projects are implementation references only unless a later milestone explicitly reimplements a compatible idea. This is **not** a repository merge. AI-DnD is the ownership center; the others
are implementation references only.
## Phase 0B Findings That Changed the Plan Phase 0B also corrected several Phase 0A assumptions, and those corrections are
now built into the active documents rather than needing to be read from the
research: shipped Undo was destructive with no Redo (ADR 012 replaced it);
relative-delta world state can be semantically wrong while syntactically valid
(ADR 010); `tiktoken` and Google Fonts broke offline operation (fixed in M1);
export had to carry the head position (M3); Story Cards were not a sufficient
imported-knowledge store (`IMPORTED-KNOWLEDGE-DESIGN.md`).
Phase 0B confirmed the fork choice while correcting several Phase 0A assumptions: The evidence is in `archive/phase0/`, and `archive/phase0/PHASE-0B-RECOMMENDATION.md`
is the strongest single document there. It is research evidence, not a
- AI-DnD's shipped Undo was destructive and had no Redo. specification, and it was not rewritten to match later conclusions.
- A disposable spike proved non-destructive head-cursor Undo/Redo in three backend files while preserving branch-scoped memory isolation.
- A new continuation written after Undo can fork from the moved-back head while retaining the abandoned future.
- AI-DnD's current relative-delta world-state protocol can produce semantically wrong state under realistic context even when the proposal is syntactically valid.
- Production narrative state will therefore use explicit typed events/absolute assignments inspired by ai-adventure rather than AI-DnD's relative-delta protocol.
- AI-DnD requires offline hardening: `tiktoken` attempts a first-use CDN fetch and the SPA requests Google Fonts at runtime.
- AI-DnD's export format must preserve the active head position; otherwise export/import can silently redo an undone story.
- AI-DnD Story Cards are not a sufficient imported-knowledge store because they are not designed for the required classification, provenance, chunking, and lineage semantics.
- Open Dungeon remains useful for UX/media ideas but is no longer a serious production-fork candidate.
- ai-adventure is not the production base but is the strongest implementation reference for authoritative typed state events, head movement, checkpoints, replay, and narrow local-only behavior.
See `PHASE-0B-RECOMMENDATION.md` for the coding agent's evidence. That report is retained as research evidence; the planning documents in this package record the decisions made after reviewing it.
## Document Authority
Use the documents in this order when requirements appear to conflict:
1. `SPECIFICATION.md` — product requirements and required behavior.
2. Detailed behavior/design documents:
- `STORY-BRANCH-SEMANTICS.md`
- `CONTEXT-AND-MEMORY.md`
- `IMPORTED-KNOWLEDGE-DESIGN.md`
- `SECURITY-THREAT-MODEL.md`
- `MEDIA-EXTENSION-CONTRACT.md`
- `BROWSER-UX-SPEC.md`
- `DATA-MODEL.md`
3. `V1-ACCEPTANCE-TESTS.md` — observable pass/fail contract.
4. `TECHNICAL-DESIGN.md` — selected implementation architecture.
5. Foundational ADRs (`001-...md` through the current ADR set).
6. `BUILD-MILESTONES.md` — implementation sequence; it does not override product behavior.
7. Phase 0 research reports — evidence and historical findings.
Candidate repositories and research reports are **not** specifications. In particular, ai-adventure is an implementation reference for selected patterns; its behavior does not override this package.
## Foundational Decisions ## Foundational Decisions
@@ -95,29 +200,10 @@ The following are settled for v1:
- LAN inference is distinct from LAN exposure of the storyteller UI/API; the latter is not required for v1, - LAN inference is distinct from LAN exposure of the storyteller UI/API; the latter is not required for v1,
- future local image/video/audio/TTS/STT support remains optional and decoupled from the story engine. - future local image/video/audio/TTS/STT support remains optional and decoupled from the story engine.
## Phase 0 Status
### Complete ## Still open, and deliberately so
- candidate discovery and triage, These do not block the architecture and are not v1 requirements:
- static architecture/privacy/licensing review,
- local clone/build/test validation,
- real Ollama testing,
- offline/network observation,
- AI-DnD strip-down/entanglement checks,
- Open Dungeon history-retrofit analysis,
- ai-adventure Ollama/service-boundary checks,
- AI-DnD non-destructive Undo/Redo spike,
- referee/state-protocol follow-up,
- export/import head-position follow-up,
- Story Card lineage review,
- Postgres removability review,
- production fork decision,
- production architecture decision.
### Deferred to implementation/release validation
These do not block the architecture decision:
- comparative recommendation of narrator/state models for real users, - comparative recommendation of narrator/state models for real users,
- multi-hour/100-turn long-run behavior, - multi-hour/100-turn long-run behavior,
@@ -125,66 +211,82 @@ These do not block the architecture decision:
- actual future image/video/TTS/STT provider integration, - actual future image/video/TTS/STT provider integration,
- abandoned-history cleanup UI/policy (not required in v1). - abandoned-history cleanup UI/policy (not required in v1).
## Recommended Reading Order for the Next Implementation Stage
Do not convert this into a coding prompt until the package review is approved. ## Where the work stands
When implementation planning resumes, read:
1. `SPECIFICATION.md`
2. `TECHNICAL-DESIGN.md`
3. `BUILD-MILESTONES.md`
4. `STORY-BRANCH-SEMANTICS.md`
5. `DATA-MODEL.md`
6. `CONTEXT-AND-MEMORY.md`
7. `IMPORTED-KNOWLEDGE-DESIGN.md`
8. `SECURITY-THREAT-MODEL.md`
9. `BROWSER-UX-SPEC.md`
10. `V1-ACCEPTANCE-TESTS.md`
11. ADRs, especially the production-base and narrative-state-event decisions
12. Phase 0B reports only as supporting evidence
## Workflow From Here
```text ```text
Phase 0 research and spikes COMPLETE Phase 0 research and spikes COMPLETE
Architecture/fork decision COMPLETE
Planning package approved COMPLETE
| |
v v
Architecture/fork decision COMPLETE Milestone M1 COMPLETE (2026-09-02)
fork + offline baseline archive/milestone-reports/M1-*.md
| |
v v
Planning package revision COMPLETE Milestone M2 COMPLETE (2026-09-02)
| local-only surface + endpoint archive/milestone-reports/M2-*.md
v
Approve planning package COMPLETE
|
v
Milestone M1 COMPLETE (2026-09-02)
fork + offline baseline see planning/reports/M1-*.md
|
v
Milestone M2 COMPLETE (2026-09-02)
local-only surface + endpoint see planning/reports/M2-*.md
policy policy
| |
v v
Milestone M3 NEXT — brief not yet prepared Milestone M3 COMPLETE (2026-09-03)
non-destructive undo/redo non-destructive undo/redo, archive/milestone-reports/M3-*.md
active-head export and ADR 012
| |
v v
Implement and review milestone-by-milestone Milestone M4 COMPLETE (2026-09-03)
named Save Points reports/M4-IMPLEMENTATION-REPORT.md
| browser verification: PASS (M3 + M4)
v
M5-M11, one at a time see BUILD-MILESTONES.md
``` ```
## Stop Rule ## Stop Rule
**One milestone at a time. Do not begin a milestone before its brief exists.** **One milestone at a time. Do not begin a milestone before its brief exists.**
M1 and M2 are complete and accepted; the evidence is in `reports/M1-*.md` and **No M5 brief has been prepared.** Writing one is the current action, informed by
`reports/M2-*.md`. **No M3 brief has been prepared.** The current action is to the M4 report's §U readiness assessment and by the note `BUILD-MILESTONES.md`
write one, informed by the post-M2 corrections below and by attaches to M5 — in particular that M4 added 55 tests using the inherited
`reports/M2-IMPLEMENTATION-REPORT.md` §Q, which records that M3's chokepoints world-state values as deterministic instrumentation, which M5 must **move rather
were left untouched or simplified by M2 and that the Phase 0B undo/redo spike than delete**.
still applies.
**No conditions remain open on M1-M4.** The browser smoke condition that M3 and
M4 both carried was satisfied at M4 closeout: a real Firefox exercised the
rendered DOM for both milestones' controls, 44/44 checks passing. The M3 report's
§M.2 and the M4 report's §M record the condition as it stood; the M4 report's §W
records it closed.
## What each milestone closeout corrected
These tables are the audit trail: what implementation evidence forced back into
the planning package, milestone by milestone. `VERSION.md` narrates the same
changes.
### Post-M3 corrections applied (2026-09-03)
M3's review recommended planning changes and, following the M2 pattern, reported
rather than applied them. All are now applied, together with the closeout work
the milestone itself required:
| Document | Correction |
| --- | --- |
| `DECISIONS/012-active-head-non-destructive-history.md` | **New ADR.** The architecture selected to implement ADR 005: head stored not derived, one capped read path, one movement mechanism, state from the node, divergence on first write below the head, Redo decided by the lineage, advisory disposition metadata, and the head as an exported decision. |
| `STORY-BRANCH-SEMANTICS.md` §5 | Undo crosses fork points and continues to the campaign opening. The old refusal was a consequence of destructive deletion, not a product decision. |
| `STORY-BRANCH-SEMANTICS.md` §10 | Switching which take is live is refused while a later story is off screen, with the two resolutions the user has. |
| `STORY-BRANCH-SEMANTICS.md` §14A | **New.** In-place editing before §14-15 exist: refuse when story descends from the turn and is not on screen. States explicitly that the full narrator-edit requirement stands and is completed in M5. |
| `TECHNICAL-DESIGN.md` §8.7, §9.1 | **New.** The implemented active-head model and bundle behaviour, recorded as fact. |
| `TECHNICAL-DESIGN.md` §10.4 | Constraint from M3: the snapshot half of the hybrid state model is a requirement, or head movement becomes proportional to campaign length. |
| `DATA-MODEL.md` §4, §5, §29 | The head as campaign-stored rather than derived; the branch disposition as implemented and deliberately advisory; the export as carrying a chosen position. |
| `BUILD-MILESTONES.md` M3 | Marked COMPLETE, with inherited capabilities, the open browser condition, and carried debt. |
| `BUILD-MILESTONES.md` M4 | Note: a Save Point is a durable pointer; restore by reusing M3's head movement rather than building a second restore path. |
| `BUILD-MILESTONES.md` M5 | Note: keep state efficiently recoverable at a position; move the test instrumentation rather than the assertions; complete the narrator edit. |
| `V1-ACCEPTANCE-TESTS.md` D03, D10, I07, L01 | D03's result recorded as a full pass; **D10's milestone ownership stated without weakening any pass condition**; I07's pre-M3 bundle clause added; the apparent L01/A05 conflict resolved. |
| `README.md` | Corrected to describe the current local-only single-user application. The scripting, accounts, analytics, hosted-demo, cloud-provider, Postgres and Render material described subsystems M2 removed. |
`SPECIFICATION.md` and `SECURITY-THREAT-MODEL.md` were deliberately **not**
changed. M3 altered no product requirement and touched no path in the threat
model.
### Post-M2 corrections applied (2026-09-03) ### Post-M2 corrections applied (2026-09-03)
+110
View File
@@ -123,6 +123,29 @@ If the selected base architecture makes unlimited Undo substantially harder or u
Phase 0B demonstrated repeated non-destructive Undo well beyond the minimum five-step requirement. The selected head-cursor design should therefore support Undo across retained active-lineage history up to the root unless a later implementation defect forces a documented exception. Phase 0B demonstrated repeated non-destructive Undo well beyond the minimum five-step requirement. The selected head-cursor design should therefore support Undo across retained active-lineage history up to the root unless a later implementation defect forces a documented exception.
### Undo crosses fork points (settled in M3)
Undo continues backward through story a branch **inherited** from the line it
forked from, up to the campaign opening. It does not stop at the fork.
This reverses the behavior of the pre-M3 base, and the reversal follows from the
history model rather than from a change of mind about the product. Undo used to
delete the turns it stepped over, and the turns before a fork belong to the
parent line's story as well, so refusing at the fork was the only way to stop
one line's Undo from destroying story another line was still telling. Undo now
moves the reading position and deletes nothing, so there is nothing to protect
the parent from: a forked story includes the story it was forked out of, and
walking back through it is a reader moving backward, not a branch reaching into
another branch's history.
The only floor is the campaign opening. There is no pre-campaign position to
reach, and Undo at the opening reports that there is nothing to undo.
One consequence is worth stating plainly for anyone reading a transcript: a
single Undo on a forked story can step back over a turn that was originally
written on the line it forked from. Nothing about that turn changes; it simply
stops being part of what is currently being told.
## 6. State Restoration on Undo ## 6. State Restoration on Undo
Undo must restore more than visible transcript text. Undo must restore more than visible transcript text.
@@ -242,6 +265,28 @@ User action
Inactive takes should remain retained initially. Inactive takes should remain retained initially.
### Selecting a take while a later story is off screen (settled in M3)
Selecting a different take is a change to what the story says at a position that
already has a story after it. While that later story is on screen, the choice is
plainly visible and the user can see what they are changing.
It is not, once the later story has been moved out of view — undone and not yet
redone, or left behind by a new continuation. Silently switching the take
underneath it would leave retained history continuing from words the story no
longer says, and the user would have no way to see that it had happened.
The system must therefore refuse to switch the selected take in that situation
and say why, rather than switching it quietly. The user resolves it by deciding
what they mean:
- **Redo**, bringing the later story back into view, and then choose freely; or
- **play the turn again from here**, which starts a new continuation and keeps
the old one as retained history.
The same rule and the same two resolutions apply to editing a turn's text in
place; see §14A.
## 11. Retry vs Branch ## 11. Retry vs Branch
Retry should not be presented to the user as “creating a branch.” Retry should not be presented to the user as “creating a branch.”
@@ -332,6 +377,38 @@ Therefore the system must:
The system must not simply replace visible text while leaving stale state behind. The system must not simply replace visible text while leaving stale state behind.
## 14A. Editing In Place, Before §14-15 Are Implemented
§14 and §15 describe the finished behavior: a narrator edit becomes
authoritative, the state it implies is re-evaluated, a new continuation is
created, and the original narration and its future are retained. That
requirement stands in full and is **not** weakened by this section.
It is not yet built. Re-evaluating the state implied by prose a user typed
requires the authoritative narrative-state extraction that the genre-neutral
state milestone introduces, so the finished behavior is completed there. What
exists in the meantime is a plain correction: it changes the words of one turn
and re-evaluates nothing.
That correction is safe while everything descending from the turn is on screen,
because the user can see what their change has to stay consistent with. It is
not safe when a continuation descends from the turn and is **off screen** —
undone and not yet redone, or left behind by a divergence — because the edit
would then silently change the words that retained story was written from, and
nothing on screen would show it. Retained history is not permitted to be made to
disagree with itself in a way the user cannot see.
Until §14-15 are implemented, the system must therefore **refuse** an in-place
edit of a turn that has story descending from it which is not currently being
shown, and say why. The user resolves it the same two ways as §10:
- **Redo**, bringing the later story back into view; or
- **play the turn again from here**, which is the §13 shape — return to the
parent position, continue differently, and keep the old line as retained
history.
Refusing is the minimum that keeps the invariant. It is not the destination.
## 16. Manual State / Canon Correction ## 16. Manual State / Canon Correction
The user should be able to correct authoritative story state without rewriting prose. The user should be able to correct authoritative story state without rewriting prose.
@@ -390,6 +467,39 @@ They should not be removed by:
- branch divergence, - branch divergence,
- ordinary history cleanup. - ordinary history cleanup.
### 19.1 A checkpoint protects the history it names
Added at M4 closeout, from implementation evidence.
§19's durability rule is only meaningful if something enforces it against the
operations that delete history. Deleting a branch deletes that branch and
everything forked from it, so a checkpoint naming a position anywhere in that
subtree would go with it — and go silently, because the story is what the user
asked to delete and the named moments are not mentioned in the request.
Therefore:
- **A branch cannot be deleted while a checkpoint names a position on it, or on
any branch forked from it.** The deletion is refused, not amended: nothing is
half-deleted, and no checkpoint is quietly relocated or dropped.
- **The refusal names the checkpoints standing in the way**, so the user knows
what to act on rather than being told only that something is in the way.
- **The user resolves it by deleting the checkpoint explicitly**, which is
§19's "until explicitly deleted" being honoured rather than worked around.
Deleting a checkpoint still deletes no story (§25), so the recovery costs the
user nothing they wanted to keep.
- **The scope is the subtree**, not the named branch alone.
This is the same rule §28 already anticipates for a future cleanup feature —
*retain paths referenced by checkpoints* — applied to the one deletion path that
exists today. A cleanup or discarded-history feature added later must honour it
too, and must not acquire a way to delete a checkpoint as a side effect of
deleting history.
Campaign deletion is not an exception to this and needs no rule: deleting a
campaign deletes everything in it, checkpoints included, and that is what the
user asked for.
## 20. Checkpoint Restore ## 20. Checkpoint Restore
Restoring a checkpoint: Restoring a checkpoint:
+164 -1
View File
@@ -184,7 +184,7 @@ controls on a network they trust — and why the endpoint is always explicitly
configured, never discovered. configured, never discovered.
See ADR 002 (*Transport for a Trusted-LAN Endpoint*) and, for the demonstrated See ADR 002 (*Transport for a Trusted-LAN Endpoint*) and, for the demonstrated
deployment, `planning/reports/M1-IMPLEMENTATION-REPORT.md` §F. deployment, `planning/archive/milestone-reports/M1-IMPLEMENTATION-REPORT.md` §F.
Allowed future local paths may also include explicitly configured local media services. Allowed future local paths may also include explicitly configured local media services.
@@ -361,6 +361,109 @@ Abandoned history must:
- stop influencing current state/context/memory/summary, - stop influencing current state/context/memory/summary,
- remain available for future recovery/cleanup features. - remain available for future recovery/cleanup features.
### 8.7 As implemented in M3
M3 built this model. The following is fact rather than direction, and ADR 012
records it as the architectural decision. Sections 8.1-8.6 stand; this says how
they were realised.
**The head is stored, not derived.** A campaign carries a branch and a depth,
and that pair is the active head. No read may recompute it from the newest row —
that was the pre-M3 behavior, and it is what made Redo impossible and made an
export reopen an undone campaign at its tip.
**Lineage reads are capped at the head, in one place.** The path abstraction that
already resolved a branch's ancestry now also limits every entry to the head, so
the transcript, the assembled narrator context, take/parent resolution and memory
retrieval narrow together. There is exactly one way to read past the head — a
named, uncapped view of the same lineage — and only two callers may use it: Redo,
and the check that decides whether a write must fork. Any new feature that reads
story rows directly, rather than through the capped lineage, will see retained
history the story is not telling.
**Head movement is one mechanism.** Undo, Redo, and anything later that restores
a position resolve a target depth and then call a single move operation, which
sets the coordinate and restores the state recorded at it. Undo and Redo differ
only in which way they resolve the target. Both step over a whole turn — a
player's action and the reply to it — so the head never rests between the two
halves of one turn.
**State comes from the node, not from a replay.** Each node records the state it
left behind, so moving the head is a row lookup plus a restore: the same cost at
any distance, in either direction, and identical whether the position is reached
from in front of it or from behind. This is the property §10.4's hybrid storage
must preserve.
**Divergence is a property of the lineage, not a flag.** The first write below a
moved-back head forks; Undo alone never does. After the fork, the displaced
future is no longer on the lineage being read, so ordinary Redo finds nothing
ahead and reports that it has nowhere to go. Nothing has to be invalidated,
cleared, or kept in step.
**A branch the story leaves records the depth and time it was left**, as metadata
nothing reads to decide behavior (§8.6's "implementation-appropriate metadata").
It makes a divergence observable and gives later cleanup and recovery features
something to select on; because no decision depends on it, a stale or hand-edited
value cannot make the story wrong.
**Operations that change what the story says at a position must ask whether
story descends from that position and is off screen.** Switching which take is
live, and editing a turn's text in place, both refuse in that situation rather
than act silently, because retained history must not be made to disagree with
itself in a way the user cannot see. See `STORY-BRANCH-SEMANTICS.md` §10 and
§14A.
### 8.8 Save Points, as implemented in M4
M4 added durable named Save Points and built nothing in §8 that was not already
there. This records what the milestone establishes as fact.
**A Save Point is a name and a coordinate.** The stored row holds the name, an
optional note, and `(branch, depth)` — the same pair §8.7 calls the head. It
holds no transcript, no state, no summary, no memory, and no branch contents.
`DATA-MODEL.md` §8 describes the pointer as naming a turn; the coordinate is
that turn's address, and `DATA-MODEL.md` §8's implementation note records why
this project uses the address rather than a row id: one coordinate can hold
several attempts at a turn, and a retry replaces the live one. "Turn 42 of this
line" survives a retry; a row id would pin a take the story no longer tells.
**Restore is head movement, and nothing else.** It resolves the coordinate,
refuses it if it no longer names a live turn, and then moves the head — the
depth through §8.7's single move operation, unchanged. The transcript, the
assembled context, the state and memory eligibility all arrive together because
they already read through the one capped lineage. There is no second restore
path, no state reconstruction, no memory pruning and no separate redo stack:
D13 is satisfied by the mechanism rather than by code written to satisfy it.
**A Save Point may name a position on a line the story has left.** Save Points
survive divergence, so this is reachable in ordinary use, and the depth half of
the head cannot reach a branch the current path does not contain. Restore
therefore moves the branch half as well when, and only when, the coordinate is
not on the path being read — the same single assignment a branch switch makes.
The distinction matters in the other direction too: a Save Point in a shared
prefix must *not* drag the reader onto the ancestor, because which continuation
follows that turn is exactly what the reader has already chosen.
**Restore never forks.** Moving the head is not a decision to abandon anything.
The first write below the restored head forks, through §8.7's existing check,
and the displaced future stays retained — so Redo still walks the original
continuation until the user writes something different, and stops offering it
once they have.
**Nothing removes a Save Point but the user.** There is no cleanup pass, and none
is wanted: a Save Point pointing behind the head, or into a line the story left,
is doing its job.
That rule is enforced against the one operation that could break it. Deleting a
branch deletes everything forked from it, so a Save Point naming a position in
that subtree would go too — silently, since the story is what the user asked to
delete. **The deletion is therefore refused while any Save Point names that
subtree**, and the refusal names them. The user deletes the Save Point
explicitly, which deletes no story, and then the branch. `STORY-BRANCH-SEMANTICS.md`
§19.1 states the rule; §28 already required a future cleanup feature to retain
paths a checkpoint references, and this is that requirement applied to the
deletion path that exists today.
## 9. Export / Import and Head Position ## 9. Export / Import and Head Position
AI-DnD's current export carries branch information but reconstructs the imported head at the branch tip. AI-DnD's current export carries branch information but reconstructs the imported head at the branch tip.
@@ -383,6 +486,55 @@ For compatibility with earlier bundles, import may fall back to the retained tip
Export/import regression tests must include an undone campaign and verify the imported story reopens at the exact exported head rather than silently redoing later turns. Export/import regression tests must include an undone campaign and verify the imported story reopens at the exact exported head rather than silently redoing later turns.
### 9.1 As implemented in M3
The bundle carries the active head depth beside the active branch, and the import
honors it. This moved the head depth across the format's own rule about what a
bundle carries: a bundle carries what was *chosen* and recomputes what is
*derived*, and before M3 the head depth was genuinely derived — the newest row was
the only place a story could be read. It is a decision now, because the same tree
exports identically whether the user undid three turns or none, so the file has to
say.
A file that does not state a head is opened at the tip of its active branch. That
is a fallback only in form: such a file was written when the head could not be
anywhere else, so deriving the tip reproduces the position it actually recorded.
Pre-tree bundles take the same path. No format version bump was required, because
an absent field is unambiguous.
The head depth is validated before any row is written — a depth past the branch's
own retained story is a file disagreeing with itself and is refused, while a depth
*behind* it is the feature.
The bundle also carries which branches the story has left, and at what depth.
Every row of an abandoned line is exported either way, so without that metadata a
restored campaign could not distinguish abandoned history from active history —
which is precisely what a later cleanup or recovery feature has to select on.
### 9.2 Save Points in the bundle, as implemented in M4
Save Points are exported and imported with the campaign, which is `I04`. They
fall on the "chosen" side of §9.1's rule without argument: a position someone
named is not recoverable from the rows, since nothing about a turn records that
a player once bookmarked it.
No format version bump. A bundle written before M4 has no `checkpoints` key and
imports with none, which is what such a campaign had — the same unambiguous
absence §9.1 relies on for the head depth, and the same treatment the persona
block and the branch disposition received.
The head and the Save Points are independent, deliberately. An import opens the
campaign where `headDepth` says, never at a Save Point merely because the file
carries one: the bundle records where the story was being read and, separately,
which positions were named, and choosing between them is the user's to make
after the file is open.
A Save Point whose coordinate names no turn in the file is dropped rather than
refusing the import — the opposite of the head depth's treatment, and for a
stated reason. A misplaced head affects every read in the file; a bookmark
pointing outside the story affects only itself, and rejecting a whole campaign
to protect one bookmark would lose the story to save the pointer.
## 10. Authoritative Narrative State ## 10. Authoritative Narrative State
### 10.1 Do not retain the RPG state protocol as the product model ### 10.1 Do not retain the RPG state protocol as the product model
@@ -457,6 +609,17 @@ Selected direction:
Events provide audit/reconstruction value. Snapshots/cache make normal reads, Undo/Redo, and context construction fast. Events provide audit/reconstruction value. Snapshots/cache make normal reads, Undo/Redo, and context construction fast.
**Constraint added by M3 (see ADR 012).** The snapshot half is not an
optimization to be traded away. M3's head movement is a row lookup plus a
restore, which is why Undo, Redo and — later — Save Point restore cost the same
at any distance into a campaign's history. A state model that could only be
reconstructed by replaying events from the campaign opening would make every one
of those operations proportional to campaign length, on exactly the long
campaigns this product exists for. Whatever M5 introduces must keep the
authoritative state at a retained position efficiently recoverable — a per-node
snapshot, or an equivalent cache with the same property — while adding the typed
event model.
## 11. Context and Memory ## 11. Context and Memory
Retain AI-DnD's useful lineage-aware memory foundation, but align it with the product authority model. Retain AI-DnD's useful lineage-aware memory foundation, but align it with the product authority model.
+141 -2
View File
@@ -1,7 +1,28 @@
# Adventure Storyteller — V1 Acceptance Tests # Adventure Storyteller — V1 Acceptance Tests
**Status:** v1.1 planning/release contract — updated after Phase 0B, and after M2 for **Status:** v1.3 planning/release contract — updated after Phase 0B, after M2 for
the security contract (H10 strengthened, H12 added) the security contract (H10 strengthened, H12 added), after M3 for history
ownership and results (D03, D10, I07, L01), and after M4 for Save Point results
(D11-D14, I04, L03, E-series) and the browser condition below
> **Browser-level verification (M4 closeout, 2026-09-03).** The browser smoke
> condition that M3 and M4 both carried is **satisfied**. A real Firefox 154.0.1,
> driven through geckodriver over the W3C WebDriver protocol, exercised the
> rendered DOM: M3's Undo/Redo enable states, transcript movement, Retry and the
> take pager, divergence and the loss of Redo; and M4's full Save Point
> lifecycle including both confirmations and the branch-delete warning. 44/44
> checks passed with no console errors, on two independent runs. No pass
> condition anywhere in this document was changed to achieve it. See
> `reports/M4-IMPLEMENTATION-REPORT.md` §W.
>
> **Three kinds of evidence are recorded separately below, and are not
> interchangeable.** *Automated* means a test in the repository's suite, which
> runs on every future change. *Live runtime* means a real server exercised over
> HTTP — stronger than a unit test about process boundaries, weaker than a
> browser about anything a user sees. *Browser* means the rendered DOM driven by
> a real browser, which is the only evidence that a control is visible, enabled
> and wired. Where a result cites more than one, the strongest is named last.
**Purpose:** Define black-box acceptance tests for finalist evaluation during Phase 0B and for the eventual v1 release. **Purpose:** Define black-box acceptance tests for finalist evaluation during Phase 0B and for the eventual v1 release.
## 1. Test Philosophy ## 1. Test Philosophy
@@ -575,6 +596,17 @@ All retained turns can be traversed backward safely.
### Partial ### Partial
System supports at least five but has a documented technical limit. System supports at least five but has a documented technical limit.
### Result (M3)
**Pass, not partial.** Undo traverses to the campaign opening and then reports
that there is nothing to undo. No technical limit applies: each step is one
indexed query regardless of story length, because the position is a stored
coordinate rather than a replay. The floor is the campaign opening — there is no
pre-campaign position to reach.
Note also that Undo continues backward through story a branch inherited from the
line it forked from; it does not stop at a fork. See
`STORY-BRANCH-SEMANTICS.md` §5.
--- ---
## D04 — Redo ## D04 — Redo
@@ -689,6 +721,26 @@ Mara wears a green cloak.
- downstream state is re-evaluated, - downstream state is re-evaluated,
- old version/future remains retained/disposable. - old version/future remains retained/disposable.
### Milestone ownership
All three pass conditions stand for v1. They are delivered across three
milestones, and this note records which is which rather than reducing the
requirement:
- **M3 — safe history behavior.** Replaying a narrator turn with different text
forks, keeps the original take and its future, and starts the new continuation
from the correct earlier state. In-place editing of a turn is **refused** while
story descends from it off screen, so retained history cannot be made to
contradict itself unseen (`STORY-BRANCH-SEMANTICS.md` §14A). Delivered.
- **M5 — authoritative state re-evaluation.** The second pass condition. Making a
hand-typed narrator correction authoritative and re-evaluating the state it
implies requires the narrative-state extraction pass, so it is completed there,
and the §14A refusal is replaced by it. Outstanding.
- **Later browser UX work — the finished editing workflow.** How the user reaches
and confirms the operation. Outstanding.
D10 is therefore **not** satisfied at the end of M3, and is not scored as such.
--- ---
## D11 — Named Checkpoint ## D11 — Named Checkpoint
@@ -705,6 +757,14 @@ Before entering the abbey
### Pass ### Pass
Checkpoint persists across application restart. Checkpoint persists across application restart.
### Result — PASS (M4 closeout, 2026-09-04)
*Automated:* `backend/tests/test_process_restart.py` starts the application as a
subprocess, writes the campaign, **terminates the process**, and starts a second
process against the same database — the Save Point, its name and its
`(branch, depth)` coordinate all survive.
*Browser:* the Save Point is still listed after a full page reload
(`reports/M4-IMPLEMENTATION-REPORT.md` §W.7 section E).
--- ---
## D12 — Restore Checkpoint ## D12 — Restore Checkpoint
@@ -719,6 +779,11 @@ Checkpoint persists across application restart.
### Pass ### Pass
Transcript/state return to checkpoint position. Transcript/state return to checkpoint position.
### Result — PASS (M4 closeout, 2026-09-04)
*Automated:* `test_d12_restore_returns_the_transcript_and_the_state`.
*Browser:* the visible transcript and the state both move back, and the view
refreshes without a manual reload (§W.7 section F).
--- ---
## D13 — Restore Does Not Delete Later History ## D13 — Restore Does Not Delete Later History
@@ -728,6 +793,13 @@ Transcript/state return to checkpoint position.
### Pass ### Pass
Later story is retained as abandoned/disposable history. Later story is retained as abandoned/disposable history.
### Result — PASS (M4 closeout, 2026-09-04)
*Automated:* measured on **row identity**, not on counts — the set of action row
ids before a restore equals the set after it. Ordinary Redo still walks the retained
continuation until a divergent write, and after that write the displaced rows are
still present while Redo reports nothing ahead. Four `test_d13_*` tests, and
confirmed in the browser with a database check behind it.
--- ---
## D14 — Delete Checkpoint ## D14 — Delete Checkpoint
@@ -741,10 +813,31 @@ Delete named checkpoint.
- checkpoint pointer disappears, - checkpoint pointer disappears,
- referenced story turn/history remains intact. - referenced story turn/history remains intact.
### Result — PASS (M4 closeout, 2026-09-04)
*Automated:* the pointer row goes; the referenced turn, the later history and the
active head are all unchanged (`test_d14_delete_removes_the_pointer_and_no_story`).
*Browser:* the confirmation states that deleting the Save Point does not delete
the story, and the story remains afterwards (§W.7 section I).
A Save Point is also the **only** thing that can remove itself: deleting a branch
whose history a Save Point names is refused rather than cascading
(`STORY-BRANCH-SEMANTICS.md` §19.1), verified automatically and in the browser.
--- ---
# E. Branch and Lineage Safety # E. Branch and Lineage Safety
> **M4 result (2026-09-03).** E01 and E04 were re-exercised through a Save Point
> restore rather than only through Undo, and pass: a memory derived past a
> restored head stops being retrievable and becomes eligible again on Redo,
> without being deleted or re-embedded; after restore-plus-divergence the old
> future's memory stays ineligible even as the new line grows past its depth; and
> the transcript after a restore holds only the active lineage while the
> displaced rows remain in the tree. **E03** (summary lineage over a long story)
> remains **NOT PERFORMED** — it needs a long-run campaign and is owned by
> M6/M11, unchanged from M3.
## E01 — Abandoned Future Cannot Affect Active State ## E01 — Abandoned Future Cannot Affect Active State
**Priority:** REQUIRED FOR V1 **Priority:** REQUIRED FOR V1
@@ -1321,6 +1414,15 @@ Export preserves retained alternate/disposable history needed for recovery, unle
### Pass ### Pass
Named checkpoints survive export/import. Named checkpoints survive export/import.
### Result — PASS (M4 closeout, 2026-09-04)
*Automated and live runtime.* A real round trip with three Save Points across two
branches: names, notes and
coordinates survive, branch references are remapped to the imported rows
(1→3, 2→4), and each restores to a distinct position and state in the new
campaign. Importing Save Points does **not** move the active head — the head
still comes from the bundle's `headDepth`. Bundles written before M4 carry no
`checkpoints` key, import cleanly, and create none.
--- ---
## I05 — Knowledge Provenance Export ## I05 — Knowledge Provenance Export
@@ -1358,6 +1460,21 @@ No external API credentials are embedded in campaign export.
- import does not silently Redo to the newest retained turn, - import does not silently Redo to the newest retained turn,
- Redo/recovery behavior remains coherent after import. - Redo/recovery behavior remains coherent after import.
### Also required — an export written before the head was carried
Import an export produced by a build that recorded no active head, and confirm it
opens at the retained tip of its active branch.
This is compatibility, not a degraded path, and the distinction matters when
reading a result: such a file was written when the head could not be anywhere but
the tip, so opening it there reproduces the position it actually recorded. An
import that refused it, or that guessed some other position for it, would be the
failure.
An export whose stated head lies beyond the story it contains is a file
disagreeing with itself and must be refused rather than opened at a guessed
position.
--- ---
# J. Genre Independence # J. Genre Independence
@@ -1490,6 +1607,20 @@ No condition exists where:
- branch head advances incorrectly, - branch head advances incorrectly,
- previous story becomes inaccessible. - previous story becomes inaccessible.
### Note on the head, and on A05
"The head advances incorrectly" must be read together with A05, or the two appear
to contradict each other. A failed turn **does** move the active head forward by
one, onto the player's submitted text, because A05 deliberately retains that text
so the player can try again. That is correct behavior, not a half-advanced head.
What this test forbids is the head moving past a turn that did not happen: an
accepted narration with state written only partway, or a position that implies a
reply the story never received. Assert on the accepted narration and the
authoritative state, not on whether the head moved at all. One Undo from that
position steps back over the stranded input and leaves the story on a complete
turn.
--- ---
## L02 — State Reconstruction ## L02 — State Reconstruction
@@ -1520,6 +1651,14 @@ State at each position matches original accepted state.
### Pass ### Pass
Correct historical state is reconstructed. Correct historical state is reconstructed.
### Result — PASS (M4 closeout, 2026-09-04)
*Automated, across a genuine OS process boundary:* the state at the Save Point
was recorded before the first process exited, and a second process restored
exactly that value after the campaign had been advanced past it
(`backend/tests/test_process_restart.py`). This replaced a same-process
`TestClient` restart, which could not distinguish durable state from a live
object.
--- ---
## L04 — Derived Data Can Be Rebuilt ## L04 — Derived Data Can Be Rebuilt
+201 -5
View File
@@ -1,8 +1,204 @@
# Planning Package Version # Planning Package Version
**Package:** Adventure Storyteller Planning Package v2.2 - **Package:** Adventure Storyteller Planning Package v2.6
**Revision date:** 2026-09-03 - **Revision date:** 2026-09-03
**Status:** Phase 0 complete; architecture selected; **Milestones M1 and M2 implemented and accepted**; M3 not yet briefed. - **Status:** Phase 0 complete; architecture selected; **Milestones M1-M4 implemented and accepted**; M5 is next to brief.
## v2.6 — M4 Closeout (2026-09-03)
M4 is **accepted**. Its review returned *PASS WITH CORRECTIVE WORK REQUIRED*; the
corrective work is done, and the browser condition that M3 and M4 both carried is
closed.
**The three review findings, fixed:**
- **B-1 — the Save Point list was an N+1.** It resolved each Save Point with its
own query and loaded whole `Action` rows, narration included, to answer "does a
row exist here". It is now one bulk two-column coordinate query plus one
lineage computation: **53 SELECTs for 25 Save Points became 5**, and the count
no longer grows with the list. Guarded by three tests, including one proving
the coordinate is matched as a *pair* — an `IN`-list version would report a
Save Point resolved because another branch has a live row at the same depth.
- **B-2 — deleting a branch silently deleted its Save Points.** Fixed as a
**behaviour** defect rather than a missing warning, because
`STORY-BRANCH-SEMANTICS.md` §19 says a named checkpoint remains until
explicitly deleted and §28 already required future cleanup to retain
checkpoint-referenced paths. **A branch a Save Point names can no longer be
deleted.** The request is refused with the offending Save Points named; the
user deletes them explicitly, which deletes no story, and the branch then
goes. Both delete controls disable and explain. Recorded as a new
**§19.1**.
- **B-3 — the D11/L03 automation never left one process.** A new module spawns
real server processes, kills the first, and reads the campaign back with the
second.
**Also fixed (review §S C-5):** creating a Save Point now takes the campaign's
turn lock, so "save where I am" cannot read a head a turn in flight is about to
move. Rename and Delete deliberately do not take it, and a test pins that
decision.
**Real-browser verification — the first in this project.** A Firefox 154.0.1
driven through geckodriver over the W3C WebDriver protocol exercised the rendered
DOM for **both** milestones: **44/44 checks passed**, no console errors. It
covered M3's Undo/Redo enable states, transcript movement, Retry and the take
pager, and divergence retiring Redo; and M4's whole Save Point lifecycle
including both confirmations and the new branch-delete warning. **The outstanding
M3 browser condition is therefore closed as well.** No dependency was added to
the repository: the WebDriver client for the run was written against stdlib HTTP.
**Also corrected, found while fixing B-2:** `models.py`, `TECHNICAL-DESIGN.md`
§8.8 and `DATA-MODEL.md` §8 all described the cascade as the durability rule.
They now describe the refusal, and record that `checkpoints.branch_id`'s cascade
survives as referential integrity that the application no longer reaches.
**Documents corrected by this closeout:**
- `V1-ACCEPTANCE-TESTS.md` records results for **D11-D14, I04, L03** and the
E-series, and states that the browser-level condition is satisfied. **No pass
condition was weakened** — and D11/L03 now note that the automation crosses a
genuine OS process boundary, which is the standard later milestones should
meet.
- `DATA-MODEL.md` §8 records the coordinate as implemented, with the retry
measurement that settles coordinate-versus-turn-id, and three decisions that
were previously implicit: names are not unique, several Save Points may name
one position, and the list is newest-created first.
- `STORY-BRANCH-SEMANTICS.md` gains **§19.1** — a checkpoint protects the
history it names. This is the only behavioural specification change in the
closeout, and it strengthens §19 rather than weakening anything.
- `BROWSER-UX-SPEC.md` §25 rules for the implemented vocabulary: **Moment N**,
not *Turn N*, because the branch panel and tree overlay already count in
moments. Vocabulary only; no behaviour changes.
- `BUILD-MILESTONES.md` marks **M4 COMPLETE**, records the fixes and the browser
result, and warns M5 that the instrumentation to move is now **55 tests**.
- `README.md` records M1-M4 accepted and M5 as next to brief.
- `PROJECT-SOURCES.md` and `project-sources.txt` point at the current report;
`project-sources.txt` still named the archived M3 report and was corrected.
**Report rotation** happened in the reporting pass that preceded this closeout:
`M3-IMPLEMENTATION-REPORT.md` moved to `archive/milestone-reports/` as a pure
rename, and `reports/` now holds M4's report, whose **§W** is this closeout's
evidence record.
**No new ADR.** ADR 012 already decides the architecture, and the corrective work
forced no new architectural decision. `SPECIFICATION.md`,
`STORY-BRANCH-SEMANTICS.md`, `SECURITY-THREAT-MODEL.md`, `CONTEXT-AND-MEMORY.md`,
`IMPORTED-KNOWLEDGE-DESIGN.md` and ADRs 003, 005 and 012 are unchanged.
**M5 readiness:** ready. Save Points store no state and no checkpoint code reads
any, so M5 can change what a snapshot contains without touching what a Save Point
is — provided it keeps state recoverable at a position without replay
(`TECHNICAL-DESIGN.md` §10.4).
## v2.5 — M4 Implementation (2026-09-03)
M4 added durable named Save Points. This revision records only what the
implementation established as fact; **no product requirement changed**, and the
milestone is **not** marked accepted — its review has not been written.
- `TECHNICAL-DESIGN.md` gains **§8.8** and **§9.2**: the Save Point as a name
plus a coordinate holding no story, restore as head movement with a bounds
check, the rule that the branch half of the head moves only when the
coordinate is off the path being read, restore never forking, and the bundle
carrying Save Points independently of the head.
- `DATA-MODEL.md` **§8** records the pointer as implemented — `(branch, depth)`
rather than a turn id, with the reason: 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 superseded take. **§29** records the checkpoints in the export.
- `BUILD-MILESTONES.md` **M4** gains a status block: what shipped, the one
architectural decision the milestone had to make and why it needed no new ADR,
the test count, and the outstanding browser condition.
- `README.md` describes Save Points as a user-facing capability.
**No ADR was created.** ADR 012 already decides the architecture M4 needed —
restore reuses active-head movement — and a table is not a decision. The one
question ADR 012 does not answer, whether restore moves the branch half of the
head, is that same mechanism applied to a coordinate ADR 012 already defines;
`TECHNICAL-DESIGN.md` §8.8 records the answer rather than a new ADR asserting it.
`SPECIFICATION.md`, `SECURITY-THREAT-MODEL.md`, `STORY-BRANCH-SEMANTICS.md` and
`V1-ACCEPTANCE-TESTS.md` are unchanged. M4 altered no product requirement, added
no outbound path, and implemented the checkpoint semantics
`STORY-BRANCH-SEMANTICS.md` §18-25 already specified rather than amending them.
**The browser smoke test remains unperformed, now for both M3 and M4.** No
session has had a usable browser. See `BUILD-MILESTONES.md` M3 and M4.
## v2.4 — Documentation Consolidation (2026-09-03)
No product requirement, architecture decision or milestone status changed in
this revision. It reorganises the documentation so that a new coding agent can
tell authoritative material from evidence at a glance.
- `planning/archive/` is created and is **non-authoritative by declaration**
(`archive/README.md`). It holds `phase0/` — the research that chose AI-DnD —
`milestone-reports/` — the completed M1 and M2 reports — and `decisions/`,
which now holds ADR **008**, the Phase-0-before-build process gate that Phase 0
satisfied. ADR numbering continues from 012; 008 is not reused.
- `planning/reports/` now holds **only the current milestone's report**,
`M3-IMPLEMENTATION-REPORT.md`, because M4 planning has to consult it. It moves
to the archive when M4's report replaces it.
- The Phase 0B execution prompts and handoff/status/summary documents
(`CODEX-HANDOFF-NOTE.md`, `PHASE-0B-CODEX-BRIEF.md`,
`PHASE-0B-CODEX-HANDOFF.md`, `PLANNING-UPDATE-SUMMARY.md`) and the Phase 0A
discovery and triage reports were **deleted**: intermediate working documents
whose conclusions all reached the two recommendation reports, and which remain
in Git history.
- Upstream AI-DnD's inherited `plan/` build log and `docs/` project site
(guides, generated HTML, screenshots) were **deleted**. They documented a
hosted, scripted, multi-user product with accounts — every screenshot showed a
Scripts tab and a Sign up button — which M2 removed. Both trees remain in Git
history and in upstream.
- `README.md`, `DEVELOPMENT.md` and `PROVENANCE.md` are corrected where they
pointed at the removed trees or described removed capability as present.
`DEVELOPMENT.md`'s "things M1 did not touch" section had gone stale at M2 and
now says what is actually still inherited.
- `planning/README.md` is rewritten as **the documentation index**: current
milestone, the three-way active/ADR/archive split, the authority order,
reading order, where reports live, and what comes next. The milestone
correction tables are preserved unchanged.
- New: `planning/PROJECT-SOURCES.md` and `planning/project-sources.txt`, the
manifest of files to upload as ChatGPT Project Sources.
## v2.3 — Post-M3 Closeout (2026-09-03)
M3 replaced destructive Undo with a stored active head. Its review is
`archive/milestone-reports/M3-IMPLEMENTATION-REPORT.md`, which is also M3's primary evidence
record — no separate baseline report was produced — and whose §W records this
closeout.
In summary:
- the architecture is recorded as **ADR 012 — Active-Head Non-Destructive
History**: the head is stored rather than derived, every read of the story is
capped at it in one place, one mechanism moves it, state comes from the node
rather than from a replay, the first write below a moved-back head is the
divergence, and Redo is decided by the lineage rather than by a flag. ADR 005
is unchanged: it states the product requirement, and ADR 012 states the
architecture chosen to implement it,
- two history semantics are **ratified** in `STORY-BRANCH-SEMANTICS.md`: Undo
crosses fork points to the campaign opening (§5), and the system refuses to
switch which take is live while a later story is off screen (§10),
- a **new §14A** records the interim in-place-editing rule — refuse when story
descends from the turn and is not on screen — and states explicitly that
§14-15's full narrator-edit requirement stands and is completed in M5,
- `TECHNICAL-DESIGN.md` gains **§8.7** and **§9.1** recording the implemented
model and bundle behaviour as fact, and a constraint on §10.4: the snapshot
half of the hybrid state model is a requirement, because head movement must
not become proportional to campaign length,
- `DATA-MODEL.md` records the head as campaign-stored, the branch disposition as
implemented and deliberately advisory, and the export as carrying a chosen
position rather than a derived one,
- `BUILD-MILESTONES.md` marks **M3 complete**, states the one outstanding
condition (the browser smoke test), tells **M4** to reuse M3's head movement
rather than build a second restore path, and gives **M5** three constraints,
- `V1-ACCEPTANCE-TESTS.md` records D03's full pass, states **D10's milestone
ownership without weakening any pass condition**, adds I07's pre-M3 bundle
clause, and resolves the apparent L01/A05 conflict,
- `README.md` is corrected to describe the current local-only single-user
application rather than the upstream hosted one.
`SPECIFICATION.md` and `SECURITY-THREAT-MODEL.md` are unchanged: M3 altered no
product requirement and touched no path in the threat model.
## v2.2 — Post-M2 Closeout (2026-09-03) ## v2.2 — Post-M2 Closeout (2026-09-03)
@@ -10,7 +206,7 @@ M2 removed the hosted, cloud, account and scripting surface and added the
inference endpoint policy. Its review recommended six planning changes and inference endpoint policy. Its review recommended six planning changes and
reported rather than applied them; all six are applied in this revision, listed reported rather than applied them; all six are applied in this revision, listed
in `README.md` § *Post-M2 corrections applied*, with the evidence in in `README.md` § *Post-M2 corrections applied*, with the evidence in
`reports/M2-BASELINE-REPORT.md` and `reports/M2-IMPLEMENTATION-REPORT.md`. `archive/milestone-reports/M2-BASELINE-REPORT.md` and `archive/milestone-reports/M2-IMPLEMENTATION-REPORT.md`.
In summary: In summary:
@@ -43,7 +239,7 @@ the architecture selected in v2 was reversed.
M1 implementation evidence contradicted or under-specified parts of v2. The M1 implementation evidence contradicted or under-specified parts of v2. The
corrections are recorded in the documents themselves and listed in corrections are recorded in the documents themselves and listed in
`README.md` § *Post-M1 corrections applied*; the evidence behind them is in `README.md` § *Post-M1 corrections applied*; the evidence behind them is in
`reports/M1-BASELINE-REPORT.md` and `reports/M1-IMPLEMENTATION-REPORT.md`. `archive/milestone-reports/M1-BASELINE-REPORT.md` and `archive/milestone-reports/M1-IMPLEMENTATION-REPORT.md`.
In summary: In summary:
+71
View File
@@ -0,0 +1,71 @@
# Archive — historical material, not authoritative
Everything under `planning/archive/` is **evidence and history**. None of it
governs current implementation. If an archived document and an active planning
document disagree, the active document is right and the archived one records
what was believed or measured at the time.
Do not consult this directory during ordinary milestone work unless an active
document sends you here for a specific piece of historical evidence.
## What is here
### `phase0/` — why AI-DnD was selected
Phase 0A static research and Phase 0B local validation, closed 2026-09-01.
| File | What it is |
| --- | --- |
| `RESEARCH-PLAN.md` | The question Phase 0 existed to answer, and its final dispositions. |
| `PRELIMINARY-RECOMMENDATION.md` | The Phase 0A conclusion, from static review alone. |
| `REUSE-MATRIX.md` | What each candidate offered against the required subsystems. |
| `AI-DND-ANALYSIS.md` | The selected base, analysed before the fork. |
| `AI-ADVENTURE-ANALYSIS.md` | The rejected finalist still cited as the implementation reference for typed state events. |
| `OPEN-DUNGEON-ANALYSIS.md` | The rejected finalist still cited as the UX/future-media reference. |
| `PHASE-0B-RECOMMENDATION.md` | **The strongest single document.** The measured Phase 0B findings and the fork decision. |
| `PHASE-0B-BASELINE.md` | Clean clones, builds and test runs for the three finalists. |
| `PHASE-0B-AI-DND-EXPERIMENT.md` | AI-DnD driven against a real local Ollama. |
| `PHASE-0B-AI-ADVENTURE-OLLAMA.md` | ai-adventure's Ollama and service-boundary behaviour. |
| `PHASE-0B-OPEN-DUNGEON-HISTORY.md` | Whether Open Dungeon could be retrofitted with history. |
| `PHASE-0B-OFFLINE-NETWORK.md` | What each candidate reached for with no route to the Internet. |
| `PHASE-0B-UNDO-SPIKE.md` | The disposable spike that proved non-destructive undo/redo, and became ADR 012's architecture. |
| `PHASE-0B-FOLLOWUP-CHECKS.md` | The world-state protocol, export/head, story-card lineage and Postgres checks. |
Phase 0A discovery and triage material (the candidate inventory, source index,
reference-project list, licensing and static-privacy reviews, the Phase 0A
status page) and the Phase 0B execution prompts were deleted in the 2026-09-03
documentation cleanup. They are intermediate working documents whose
conclusions all reached the two recommendation reports above, and they remain in
Git history.
### `milestone-reports/` — completed milestone evidence
`M1-BASELINE-REPORT.md`, `M1-IMPLEMENTATION-REPORT.md`,
`M2-BASELINE-REPORT.md`, `M2-IMPLEMENTATION-REPORT.md`,
`M3-IMPLEMENTATION-REPORT.md`.
M3's report is both its review and its primary evidence record; no separate M3
baseline report was produced. It arrived here when M4's report landed.
Every architectural conclusion these reports reached has already been applied to
the active planning documents and the ADRs — see `planning/VERSION.md`, which
lists the corrections each milestone produced. The reports are kept for their
measurements and their reasoning, not as instructions.
The **current** milestone's report stays in `planning/reports/` while it is
still useful for reviewing the next milestone, and moves here when it is not.
### `decisions/` — superseded or completed ADRs
`008-phase0-before-build-plan.md` — a process gate ("do not start production
work before Phase 0 closes") that Phase 0 satisfied on 2026-09-01. It
constrains nothing now. ADR numbering continues from 012 in
`planning/DECISIONS/`; 008 is not reused.
## A note on paths inside these files
Archived documents are kept **verbatim**. File paths written inside them refer
to where those files lived when the document was written — before this archive
existed, and in some cases before files were deleted. That is deliberate: an
evidence record that has been quietly edited is no longer evidence. Resolve any
such path against Git history, not against the current tree.
File diff suppressed because it is too large Load Diff

Some files were not shown because too many files have changed in this diff Show More