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JesseMarkowitzandClaude Opus 5 b7005e6fdd M5: genre-neutral authoritative narrative state, with review corrections
Replaces AI-DnD's RPG relative-delta world state with the genre-neutral typed
narrative state of ADR 010: explicit, absolute, allowlisted events proposed by
the model, validated by the application, applied to one authoritative document,
and snapshotted per position so restore stays a row read.

This commit includes the corrective pass that followed the independent review
in planning/reports/M5-IMPLEMENTATION-REPORT.md. The invariant it exists to
hold is:

    visible active transcript position == stored head == authoritative state

Narrator editing (D10, STORY-BRANCH-SEMANTICS §§14-15)

  A narrator edit no longer rewrites a row. It returns to the state before the
  turn, takes the reader's exact text as the accepted narration, re-derives the
  state that text implies, and becomes a new active continuation — while the
  original narration keeps its words, its live flag and its whole future as
  retained history. At the tip the correction is another take; with story below
  it, it forks. No new history machinery: this is the existing fork/take/head
  path with the reader's text in place of a generated reply. The §14A refusal
  is therefore gone for narrator turns, and remains only for player input.

Pre-M5 positions

  Migration 88 backfills the empty narrative document onto every action written
  before M5, and a missing snapshot now restores the empty document instead of
  leaving the previous position's state standing. Restoring to an old Save
  Point no longer leaves a later position's entities and facts on screen.

Narrator context

  Replayed history carries prose only; the machine-readable block is no longer
  reconstructed into past turns, where it contradicted the authoritative state
  in the same prompt. A fact withdrawn by a manual correction is now named as
  no longer true, with the reader's reason, rather than silently dropped.

Also

  - state_changes joins the action-list bulk read, removing one query per row.
  - Extraction takes only the application's own protocol payload: an ordinary
    ```json or ```python block in a story survives, and a mangled proposal
    still does not reach the reader.

Planning: ADR 013 records the authoritative document shape; §§14-15/14A, D10,
C04 and BUILD-MILESTONES are updated to describe what exists. Debt is recorded
against M8 (scenario editor UX) and M9 (export of the audit trail).

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
2026-09-05 07:01:50 -04:00

231 lines
8.4 KiB
Python

"""Deleting a turn puts the shared state back.
`world_state` belongs to the adventure, not to the node
that changed them. Undo, retry, a take and a branch switch all restore them;
the delete endpoint did not. Deleting an AI turn removed the text and left
everything the turn did to the numbers standing.
The visible symptom was the cooldown clock. It lives in
`world_state._meta.last_changed` and it holds a depth. A deleted turn left
its depth there, and the turn played in its place is played at that same
depth, so the referee refused the change as one that had happened this very
turn — on a turn the story no longer contains. Delete the AI reply because
you did not like the stat change it proposed, press Continue, and the same
change comes back refused as "changed too recently".
python -m pytest tests/test_delete_state.py -v
"""
import pytest
from fastapi import Depends
from fastapi.testclient import TestClient
from app import auth, limits, models
from app.database import Base, SessionLocal, engine, get_db
from app.main import app
from app.routers import adventures
from fakes import GOLD_SCHEMA, ScriptedProvider, gold_replies, gold_reply, tally_of, tally_reply
# `mana` carries a cooldown, so a clock that was not rolled back shows up as
# a refusal rather than as a number that is merely off.
SCHEMA = {
"player": {
"hp": {"min": 0, "max": 100, "initial": 100},
"mana": {"min": 0, "max": 50, "initial": 50, "cooldown": 2},
# The per-turn counter these tests measure rollbacks with. Unbounded and
# uncapped on purpose, so every turn's +10 lands in full. See
# `fakes.gold_reply`.
"gold": {"min": 0, "max": 1_000_000, "initial": 0},
}
}
# Ten gold a turn. A total that only ever climbs makes a missing rollback
# obvious: it is off by exactly one turn's worth.
# The instrument is a typed narrative fact with an absolute value (M5,
# ADR 010). It was an RPG mana drain plus a gold counter; what these tests
# measure — that deleting a turn puts the state back to what the position
# before it left behind — is unchanged, and is now measured through the
# production state path rather than through a removed game system.
DRAIN = tally_reply("Drained.", 10)
DRAIN_AND_GOLD = DRAIN
@pytest.fixture()
def client(monkeypatch):
Base.metadata.create_all(bind=engine)
setup = SessionLocal()
user = models.User(is_guest=False, email="delstate@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=SCHEMA)
setup.add(scenario)
setup.flush()
adv = models.Adventure(
user_id=user.id, title="Tower", scenario_id=scenario.id,
world_state={"player": {"hp": 100, "mana": 50, "gold": 0}},
)
setup.add(adv)
setup.flush()
setup.add(models.Action(adventure_id=adv.id, type="start", text="You begin."))
setup.commit()
adv_id, user_id = adv.id, user.id
setup.close()
ScriptedProvider.replies = [DRAIN_AND_GOLD]
ScriptedProvider.calls = 0
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"):
r = client.post(f"/api/adventures/{client.adv_id}/actions",
json={"type": "do", "text": text})
assert r.status_code == 200, r.text
def _continue(client):
r = client.post(f"/api/adventures/{client.adv_id}/actions",
json={"type": "continue", "text": ""})
assert r.status_code == 200, r.text
def _delete(client, action_id):
return client.delete(f"/api/adventures/{client.adv_id}/actions/{action_id}")
def _state(adv_id):
"""The instrument, and the whole document behind it.
M5 moved the instrument from an RPG stat to a typed narrative fact; the
tuple shape is kept so the call sites read the same. `[0]["gold"]` is the
tally, and `[1]` is the authoritative state document.
"""
db = SessionLocal()
try:
adv = db.get(models.Adventure, adv_id)
state = adv.narrative_state or {}
return {"gold": tally_of(state)}, state
finally:
db.close()
def _ai_rows(adv_id):
db = SessionLocal()
try:
return (
db.query(models.Action)
.filter(models.Action.adventure_id == adv_id, models.Action.type == "ai")
.order_by(models.Action.depth, models.Action.id)
.all()
)
finally:
db.close()
def _last_proposal(adv_id):
"""The newest state proposal, which is how a refusal is now visible."""
db = SessionLocal()
try:
return (
db.query(models.StateProposal)
.filter_by(adventure_id=adv_id)
.order_by(models.StateProposal.id.desc())
.first()
)
finally:
db.close()
# ------------------------------------------------------- the reported bug
def test_deleting_the_ai_turn_rewinds_the_world_state(client):
_play(client)
assert _state(client.adv_id)[0]["gold"] == 10
_delete(client, _ai_rows(client.adv_id)[-1].id)
assert _state(client.adv_id)[0]["gold"] == 0, "the change went with the turn"
def test_the_next_turn_is_not_refused_for_what_a_deleted_turn_established(client):
"""The bug as a player meets it: delete the reply, press Continue, and the
turn that replaces it lands cleanly.
Under M5 this is a statement about the *state document* rather than about a
cooldown clock — the RPG cooldown machinery the original bug surfaced
through is no longer in the turn path — but the failure it guards is the
same one: a deleted turn leaving something behind that makes the next turn
behave as though it had already happened.
"""
_play(client)
_delete(client, _ai_rows(client.adv_id)[-1].id)
_continue(client)
assert _state(client.adv_id)[0]["gold"] == 10, "the replacement turn landed"
proposal = _last_proposal(client.adv_id)
assert proposal.status == "accepted", "the replacement's state was refused"
def test_deleting_the_ai_turn_rewinds_the_counter(client):
"""The same restore, seen through a value that only ever climbs. Without it
a replayed turn stacks its effects on top of the deleted one's."""
_play(client)
assert _state(client.adv_id)[0]["gold"] == 10
_delete(client, _ai_rows(client.adv_id)[-1].id)
assert _state(client.adv_id)[0]["gold"] == 0
_continue(client)
assert _state(client.adv_id)[0]["gold"] == 10, "one turn of gold, not two"
# ------------------------------------------------- deleting further back
def test_deleting_a_turn_the_story_moved_past_leaves_the_tip_alone(client):
"""A restore reads the tip's own outcome, not the deleted node's
neighbour, so removing a turn from the middle of the story does not roll
the numbers back to that point. The text goes; the state stays."""
_play(client)
ScriptedProvider.replies = [tally_reply("Drained again.", 20)]
_play(client, "press on")
before = _state(client.adv_id)
assert before[0]["gold"] == 20
first_ai = _ai_rows(client.adv_id)[0]
assert _delete(client, first_ai.id).status_code == 204
assert _state(client.adv_id) == before
def test_delete_is_blocked_while_a_turn_is_generating(client):
"""The endpoint writes the shared state now, so it takes the same lock
undo takes rather than racing the turn that is about to write it."""
_play(client)
action_id = _ai_rows(client.adv_id)[-1].id
adventures.turns.acquire_turn_lock(client.adv_id) # a turn is "generating"
try:
assert _delete(client, action_id).status_code == 409
# The refused delete must not have released someone else's lock.
assert client.adv_id in adventures.turns._active_turns
finally:
adventures.turns._active_turns.discard(client.adv_id)
assert len(_ai_rows(client.adv_id)) == 1, "and the turn is still there"