"""Phase 14 — how far along a story the derived work has got. Two things are built from the story and stored beside it: the memories, and the Story Summary. Both need to know where they left off, and that mark used to be a *count* — "the first 12 story actions are covered". A count is a position in a list, and this list moves: delete an action from in front of the mark and every later action slides down a slot, so the mark now covers one it has never seen. Every rule in `memorybank` about sliding cursors, rewinding them and translating between positions and `Action.index` existed to patch that up, and each was a separate chance to get it wrong in a way nothing reports. A cursor here is an **anchor**: `(branch_id, depth)`, the node up to and including which the work is done. Deleting an action does not move it, because a depth is not a position — it is a coordinate along a path. "What is not covered yet" becomes `history.count_after(anchor)`, which is a question about the story rather than about a list index, and it answers correctly whatever has been deleted from in front of it. The branch half is what makes it survive forking. A depth alone is ambiguous once two branches have a node 41; the anchor says which one, and `Path.depth_on` reads it back as a depth on whatever story is being played — capped at the fork, or "nothing covered" if the anchor sits on ground this path never travelled. Until forking ships there is one branch and that is always a no-op, which is the point: the coordinate system is right before anything needs it to be. `NO_DEPTH` (-1) is "nothing covered", so a fresh adventure needs no special case: every node is deeper than -1. """ from sqlalchemy.orm import Session from .. import models from . import history, lineage NO_DEPTH = lineage.NO_DEPTH class Cursor: """One anchor on the adventure row: the memory bank's, or the summary's. A pair of columns rather than a foreign key to the node. The node can be deleted — that is most of what undo does — and the boundary is still meaningful afterwards, so a pointer that has to resolve would be a pointer that keeps not resolving. """ def __init__(self, name: str): self.name = name self.branch_field = f"{name}_cursor_branch_id" self.depth_field = f"{name}_cursor_depth" # ------------------------------------------------------------- reading def stored(self, adventure: models.Adventure) -> tuple[int | None, int]: """The anchor exactly as written, unread by any path.""" depth = getattr(adventure, self.depth_field) return getattr(adventure, self.branch_field), ( NO_DEPTH if depth is None else depth ) def depth(self, db: Session, adventure: models.Adventure) -> int: """The anchor as a depth on the story currently being played.""" branch_id, depth = self.stored(adventure) return lineage.path_of(db, adventure).depth_on(branch_id, depth) # ------------------------------------------------------------- writing def anchor_at(self, adventure: models.Adventure, node: models.Action) -> None: """Mark the work done up to and including `node`. Takes the node's own branch, not the adventure's head: a block of six actions can end before the fork this branch was made at, and the coverage belongs where the ground is. """ setattr(adventure, self.branch_field, node.branch_id) setattr(adventure, self.depth_field, lineage.NO_DEPTH if node.depth is None else node.depth) def rewind_to( self, adventure: models.Adventure, branch_id: int | None, depth: int ) -> None: """Move the anchor back to `depth` if it is past it; never forward. The one direction that is safe without knowing what else has happened: re-covering ground costs a summarizer call, skipping it loses a stretch of story out of the memories for good. """ _, current = self.stored(adventure) if current <= depth: return setattr(adventure, self.branch_field, branch_id) setattr(adventure, self.depth_field, max(depth, NO_DEPTH)) MEMORY = Cursor("memory") SUMMARY = Cursor("summary") ALL = (MEMORY, SUMMARY) def rewind_all( adventure: models.Adventure, branch_id: int | None, depth: int ) -> None: """Hand a stretch of story back to *both* passes. They move together because they cover the same ground from different sides: the summary folds in the memories, so a memory withdrawn without rewinding the summary leaves the summary claiming to have read something no longer there. """ for cursor in ALL: cursor.rewind_to(adventure, branch_id, depth) def anchor_at_position( adventure: models.Adventure, cursor: Cursor, position: int ) -> None: """Set `cursor` from a count of covered story actions — a v1 bundle's mark, or a database written before the anchors existed. The position-th story action in depth order is the node that says the same thing, and goes on saying it once something in front of it is deleted. A position past the end of the story is not a bad value: an adventure caught up under the older rule can carry one, and it means the same thing the tip does, so that is where it lands. The SQL half of this rule is `migrations._backfill_cursor_anchors`, which has to do it for every adventure at once without loading any of them; the two must agree. """ if position <= 0: return covered = history.slice_(adventure, position - 1, 1) or history.tail(adventure, 1) if covered: cursor.anchor_at(adventure, covered[0]) def position_of(adventure: models.Adventure, depth: int) -> int: """How many story actions lie at or before `depth` — an anchor read back as a count. The v1 export bundle stores the cursors as positions, and a v1 bundle is read by builds that have never heard of a depth. This is the one place that still speaks that coordinate system, and SP6's v2 format retires it. """ return max(history.count(adventure) - history.count_after(adventure, depth), 0)