"""Phase 14, SP4 — the attempts at one turn. A retry used to rewrite the AI action in place and push the discarded take into a JSON list on the same row. That is where seven separate bugs came from: the row's `text` mirrored one entry of a repeating group, `variant_count` mirrored its length, and every reader that touched the story during a retry had to be told to pretend the row was not there. Now an attempt is a **node**. Retry writes a sibling at the same `(branch_id, depth)` and marks it live; the previous one stays exactly as it was written, at the same coordinate, `live = False`. Nothing is mirrored, so nothing can drift. Two invariants hold the arrangement together, and this module is the only place that maintains either: * **Exactly one sibling in a group is live.** `lineage.Path.clause` selects on it, so the losing attempts are invisible to every read of the story without any of those reads knowing that attempts exist. * **The assembled prompt is stored once per turn, on the live sibling.** A `context_snapshot` is ~163 kB of prompt that every attempt at a turn shares, plus a few hundred bytes that differ (`ATTEMPT_KEYS`). Giving each sibling its own copy would have made retry a permanent multiplier on the biggest column in the database — the thing the JSON list was invented to avoid. So the prompt moves with the live flag, and a superseded sibling keeps only its own slices. Ordering inside a group is `variant_index`, an explicit ordinal, not `created_at`. Two attempts made in the same second must still page in the order they were made, and the migration that split the old JSON lists had to be able to state the order rather than reconstruct it. """ import copy from sqlalchemy.orm import Session, undefer from . import models from .context import lineage # The slices of a context snapshot that belong to one attempt rather than to # the turn: the world-state delta it proposed and what the referee did with it, # the script report, and the model's literal reply. Everything else in a # snapshot is the prompt, which is assembled once per turn. ATTEMPT_KEYS = ("world_state", "script", "raw_output") # ------------------------------------------------------------------ reading def group(db: Session, action: models.Action) -> list[models.Action]: """Every attempt at `action`'s turn, oldest first. A node with no branch is a pre-tree row that no path contains; it is its own only attempt, and saying so here saves every caller a special case. """ if action.branch_id is None or action.depth is None: return [action] return ( db.query(models.Action) .filter( models.Action.adventure_id == action.adventure_id, models.Action.branch_id == action.branch_id, models.Action.depth == action.depth, ) .order_by(models.Action.variant_index, models.Action.id) .all() ) def live_in(rows: list[models.Action]) -> models.Action | None: for row in rows: if row.live: return row return None def preceding( db: Session, adventure: models.Adventure, node: models.Action ) -> models.Action | None: """The node the story tells immediately before `node`. "Before this turn" as a fact about the path rather than as a snapshot taken from inside the turn — which is what makes the after-snapshots enough on their own. Undefers both of them because the only reason to ask for this row is to put back what it left behind. """ if node.depth is None: return None return ( db.query(models.Action) .filter( models.Action.adventure_id == adventure.id, lineage.path_of(db, adventure).clause(models.Action), models.Action.depth < node.depth, ) .options( undefer(models.Action.state_after), undefer(models.Action.world_state_after), ) .order_by(models.Action.depth.desc(), models.Action.id.desc()) .first() ) # ------------------------------------------------------------------ writing def restore_state(adventure: models.Adventure, node: models.Action | None) -> None: """Put back the script scoreboard and world state `node` left behind. A NULL snapshot means "leave the live state alone", never "reset it": rows written before SP4 that the migration could not derive an outcome for carry NULLs, and clobbering a running adventure's scoreboard with an empty dict would be a far worse answer than doing nothing. """ if node is None: return if isinstance(node.state_after, dict): adventure.script_state = copy.deepcopy(node.state_after) if isinstance(node.world_state_after, dict): adventure.world_state = copy.deepcopy(node.world_state_after) def snapshot_outcome(adventure: models.Adventure, node: models.Action) -> None: """Record on `node` what the adventure looks like now that it has played.""" state = adventure.script_state if isinstance(adventure.script_state, dict) else {} world = adventure.world_state if isinstance(adventure.world_state, dict) else {} node.state_after = copy.deepcopy(state) node.world_state_after = copy.deepcopy(world) def roll_back_before( db: Session, adventure: models.Adventure, node: models.Action ) -> None: """Rewind the shared state to before `node` was played.""" restore_state(adventure, preceding(db, adventure, node)) def add_attempt( db: Session, adventure: models.Adventure, previous: models.Action, replacement: models.Action, ) -> None: """Put `replacement` beside `previous` as the newer attempt at that turn. Placed by hand rather than through `tree.place_action`, which would read the depth off the legacy `index` and move the head: a sibling is not a new turn, it is another take on the one the head is already standing on. """ replacement.branch_id = previous.branch_id replacement.depth = previous.depth replacement.live = True replacement.variant_index = previous.variant_index + 1 previous.live = False # The replacement was assembled with a fresh snapshot, so the prompt for # this turn is now the one it carries; the superseded attempt keeps only # what was its own. keep_own_slices(previous) def make_live( db: Session, adventure: models.Adventure, node: models.Action ) -> list[models.Action]: """Make `node` the attempt the story tells, and put its outcome back. Returns the group, renumbered, so a caller that wants to report on it does not read it twice. """ rows = group(db, node) previous = live_in(rows) if previous is not None and previous is not node: hand_over_the_prompt(previous, node) for row in rows: row.live = row is node restore_state(adventure, node) renumber(rows) return rows def renumber(rows: list[models.Action]) -> None: """Refresh the group-shape cache the page response reads. `variant_count` is 0 rather than 1 for a turn nobody retried, because the pager's question is "is there anything to page through?" and the answer for a single attempt is no. """ count = len(rows) if len(rows) > 1 else 0 for i, row in enumerate(rows): row.variant_index = i row.variant_count = count # ------------------------------------------------- the prompt, stored once def keep_own_slices(node: models.Action) -> None: """Strip `node`'s snapshot back to what is only its own.""" snapshot = node.context_snapshot if not isinstance(snapshot, dict): return node.context_snapshot = { key: snapshot[key] for key in ATTEMPT_KEYS if key in snapshot } or None def hand_over_the_prompt(giver: models.Action, taker: models.Action) -> None: """Move the turn's assembled prompt from one attempt to another. Called when the live flag moves, so the row in the story is always the row the Insights viewer can explain. Nothing is copied — the prompt exists once before and once after, on whichever sibling is being read. """ held = giver.context_snapshot if isinstance(giver.context_snapshot, dict) else {} shared = {k: v for k, v in held.items() if k not in ATTEMPT_KEYS} if not shared: return keep_own_slices(giver) own = taker.context_snapshot if isinstance(taker.context_snapshot, dict) else {} taker.context_snapshot = shared | { k: v for k, v in own.items() if k in ATTEMPT_KEYS }