Files
interactive-story/backend/app/tree.py
T
parththakkar106andClaude Opus 5 05a2a77e4c Resolve the head once a flush, not once a node
The identity map holds weak references. A branch row nobody keeps a strong
reference to is collected between two nodes, so resolving the head inside the
placement loop read it back from the database for every node in the flush: 201
SELECTs on `branches` to write 200 actions, and 36 s -> 45 s on the same 297
tests. Nothing about any result changed, which is why only a stopwatch found
it, and why there is now a test counting the reads.

Also: the two reads left un-pathed on purpose say so where they live —
`max_action_index` allocates the legacy `index` and 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. And `Adventure.actions` keeps its `index`
ordering, because 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.

318 tests green.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
2026-08-18 19:14:07 +05:30

190 lines
7.7 KiB
Python

"""Phase 14 — putting nodes on the story tree.
The write half of the tree. Which branch a new node hangs off, what depth it
gets, and where an adventure's head points all live here, because every one of
them is the kind of thing that is silently wrong when it is spread across four
call sites: a node written without a branch is a node no read can see, and it
fails by disappearing rather than by raising.
The read half — the lineage clause that turns a branch into "this story" —
lives beside it in `context/lineage.py`.
Until forking ships there is exactly one branch per adventure and `depth` is
the number `index` already held, so everything in this module is bookkeeping
that changes nothing observable. That is the point: by the time a read depends
on these columns, every row has them — including the rows written between the
two deploys, which no migration will ever visit.
SP2 added `place_new_nodes`, which the session calls on every flush. Wiring the
call sites was enough while nothing read the columns; now that reads select on
them, "every writer remembers" is a promise that has to hold for every fixture,
script and test ever written too, and its breach is a story quietly missing
turns. So the invariant is enforced at the flush instead of asked for.
"""
from sqlalchemy import func, insert, update
from sqlalchemy.orm import Session
from . import models
# The head depth of an adventure with no actions. Keeps "the next node goes at
# head_depth + 1" true with no special case, and mirrors migrations.NO_DEPTH.
NO_DEPTH = -1
def root_branch(db: Session, adventure: models.Adventure) -> models.Branch:
"""The adventure's root branch, created on first use.
Get-or-create rather than created-with-the-adventure, because the adventures
that need one most are the ones that already exist: a bundle being imported,
a fixture built straight through the ORM, or a database whose migration ran
before this code shipped.
"""
branch = (
db.query(models.Branch)
.filter(
models.Branch.adventure_id == adventure.id,
models.Branch.parent_branch_id.is_(None),
)
.order_by(models.Branch.id)
.first()
)
if branch is not None:
return branch
# Inserted through Core rather than through the unit of work, because this
# also runs from `place_new_nodes` inside a flush, and a nested ORM flush
# inside a flush raises. Same transaction either way, so it rolls back with
# everything else. The lineage names the branch's own id, so it takes a
# second statement — once per adventure, ever.
new_id = db.execute(
insert(models.Branch).values(
adventure_id=adventure.id,
parent_branch_id=None,
fork_depth=None,
lineage=[],
created_at=models.utcnow(),
)
).inserted_primary_key[0]
db.execute(
update(models.Branch)
.where(models.Branch.id == new_id)
.values(lineage=[[new_id, None]])
)
return db.get(models.Branch, new_id)
def head_branch(db: Session, adventure: models.Adventure) -> models.Branch:
"""The branch new nodes are played onto."""
if adventure.head_branch_id is not None:
branch = db.get(models.Branch, adventure.head_branch_id)
if branch is not None:
return branch
# A head naming a branch that is gone is a bug somewhere else. Recover
# onto the root instead of refusing to play — the alternative is an
# adventure nobody can add to.
branch = root_branch(db, adventure)
adventure.head_branch_id = branch.id
return branch
def place_action(
db: Session,
adventure: models.Adventure,
action: models.Action,
branch: models.Branch | None = None,
) -> models.Branch:
"""Put `action` on the head branch and move the head to it.
`depth` follows `index` while the two coexist. They have to agree: a read
ordering by depth and a cursor counting in index space are describing the
same story, and SP2 swaps one for the other under everything at once.
`branch` is the head, already resolved, for a caller placing several nodes
at once — see `place_new_nodes` for why that is worth a parameter.
"""
branch = branch or head_branch(db, adventure)
action.branch_id = branch.id
if action.depth is None:
action.depth = action.index
adventure.head_branch_id = branch.id
if action.depth is not None and action.depth > adventure.head_depth:
adventure.head_depth = action.depth
return branch
def place_memory(
db: Session,
adventure: models.Adventure,
memory: models.Memory,
branch: models.Branch | None = None,
) -> models.Branch:
"""Attach a memory to the node that produced it.
`source_end` is the index of the last action the memory summarises, which is
that node's depth. A hand-written memory summarises nothing, so its depth
stays NULL and it belongs to the adventure rather than to a path.
"""
branch = branch or head_branch(db, adventure)
memory.branch_id = branch.id
if memory.depth is None and memory.source_end is not None:
memory.depth = memory.source_end
return branch
def place_new_nodes(session: Session) -> None:
"""Place every unplaced node about to be inserted. Runs on every flush.
The call sites still call `place_action` / `place_memory` themselves, and
should: a node placed at the call site is placed *before* the code around
it reads the row back, and the explicit call is what makes the ordering
visible. This is the floor under them — a fixture built straight through
the ORM, a script, a test, or a call site added next year gets a branch
without knowing the tree exists.
Nodes whose adventure has not been inserted yet are left alone: there is no
id to hang a branch off, and an Action needs `adventure_id` to be written
at all, so the case does not arise from any writer we have.
The head is resolved once per adventure per flush, and held in `heads` for
the length of the call. That is not just saving a dictionary lookup: the
identity map holds *weak* references, so a branch row nobody keeps a strong
reference to is collected between two nodes and read back from the database
for the next one. Resolving per node turned a fixture writing two hundred
actions in one flush into two hundred SELECTs on `branches`.
"""
heads: dict[int, models.Branch] = {}
for obj in list(session.new):
if isinstance(obj, models.Action):
place = place_action
elif isinstance(obj, models.Memory):
place = place_memory
else:
continue
if obj.branch_id is not None or obj.adventure_id is None:
continue
adventure = session.get(models.Adventure, obj.adventure_id)
if adventure is None:
continue
head = heads.get(adventure.id)
if head is None:
head = heads[adventure.id] = head_branch(session, adventure)
place(session, adventure, obj, head)
def refresh_head(db: Session, adventure: models.Adventure) -> None:
"""Re-derive the head depth after nodes were removed (undo, delete).
A branch with nothing on it sits at its fork point, because that is the last
node its story contains — borrowed from the parent, but the tip all the
same. A root branch with nothing on it has no story at all.
"""
branch = head_branch(db, adventure)
tip = (
db.query(func.max(models.Action.depth))
.filter(models.Action.branch_id == branch.id)
.scalar()
)
if tip is None:
tip = branch.fork_depth if branch.fork_depth is not None else NO_DEPTH
adventure.head_depth = tip