Every attempt at a turn is now its own row at the same (branch, depth), with `live` naming the one the story tells. The JSON repeating group on `actions.variants` is read one last time, by a migration that writes it out as the sibling rows it always described, and then goes unread. The snapshots turn around with it: an action carries the state it left behind rather than the state it started from, because attempts at one turn share a starting position and differ exactly in their outcome. Rolling back is "what the node in front left behind", one lookup on the path, and it is what undo and retry now both read. And the memory holdback goes. It existed because retry rewrote a row under a mark that had already moved past it; a retry writes a sibling now, and replacing what a coordinate says withdraws what was derived from it — the same repair undo and delete already made. The assembled prompt is still stored once per turn: it moves with the live flag, so a superseded attempt keeps only the few hundred bytes that were its own. Measured on the 600-action fixture: 700 rows for the same 600-turn story, prompt archive byte-identical at 0.50 MB, index 1.8 kB and page load 62.7 kB unmoved. 347 tests green. `tests/test_story_tree_baseline.py` and `tests/test_retry_variants.py` pass unmodified — SP4 was allowed to move the baseline for the variant-count semantics and did not need to. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
235 lines
9.7 KiB
Python
235 lines
9.7 KiB
Python
"""Phase 14 — putting nodes on the story tree.
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The write half of the tree. Which branch a new node hangs off, what depth it
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gets, and where an adventure's head points all live here, because every one of
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them is the kind of thing that is silently wrong when it is spread across four
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call sites: a node written without a branch is a node no read can see, and it
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fails by disappearing rather than by raising.
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The read half — the lineage clause that turns a branch into "this story" —
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lives beside it in `context/lineage.py`.
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Until forking ships there is exactly one branch per adventure and `depth` is
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the number `index` already held, so everything in this module is bookkeeping
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that changes nothing observable. That is the point: by the time a read depends
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on these columns, every row has them — including the rows written between the
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two deploys, which no migration will ever visit.
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SP2 added `place_new_nodes`, which the session calls on every flush. Wiring the
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call sites was enough while nothing read the columns; now that reads select on
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them, "every writer remembers" is a promise that has to hold for every fixture,
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script and test ever written too, and its breach is a story quietly missing
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turns. So the invariant is enforced at the flush instead of asked for.
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"""
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import copy
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from sqlalchemy import func, insert, update
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from sqlalchemy.orm import Session
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from . import models
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# The head depth of an adventure with no actions. Keeps "the next node goes at
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# head_depth + 1" true with no special case, and mirrors migrations.NO_DEPTH.
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NO_DEPTH = -1
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def root_branch(db: Session, adventure: models.Adventure) -> models.Branch:
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"""The adventure's root branch, created on first use.
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Get-or-create rather than created-with-the-adventure, because the adventures
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that need one most are the ones that already exist: a bundle being imported,
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a fixture built straight through the ORM, or a database whose migration ran
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before this code shipped.
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"""
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branch = (
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db.query(models.Branch)
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.filter(
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models.Branch.adventure_id == adventure.id,
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models.Branch.parent_branch_id.is_(None),
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)
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.order_by(models.Branch.id)
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.first()
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)
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if branch is not None:
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return branch
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# Inserted through Core rather than through the unit of work, because this
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# also runs from `place_new_nodes` inside a flush, and a nested ORM flush
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# inside a flush raises. Same transaction either way, so it rolls back with
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# everything else. The lineage names the branch's own id, so it takes a
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# second statement — once per adventure, ever.
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new_id = db.execute(
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insert(models.Branch).values(
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adventure_id=adventure.id,
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parent_branch_id=None,
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fork_depth=None,
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lineage=[],
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created_at=models.utcnow(),
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)
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).inserted_primary_key[0]
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db.execute(
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update(models.Branch)
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.where(models.Branch.id == new_id)
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.values(lineage=[[new_id, None]])
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)
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return db.get(models.Branch, new_id)
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def head_branch(db: Session, adventure: models.Adventure) -> models.Branch:
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"""The branch new nodes are played onto."""
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if adventure.head_branch_id is not None:
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branch = db.get(models.Branch, adventure.head_branch_id)
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if branch is not None:
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return branch
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# A head naming a branch that is gone is a bug somewhere else. Recover
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# onto the root instead of refusing to play — the alternative is an
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# adventure nobody can add to.
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branch = root_branch(db, adventure)
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adventure.head_branch_id = branch.id
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return branch
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def place_action(
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db: Session,
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adventure: models.Adventure,
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action: models.Action,
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branch: models.Branch | None = None,
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) -> models.Branch:
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"""Put `action` on the head branch and move the head to it.
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`depth` follows `index` while the two coexist. They have to agree: a read
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ordering by depth and a cursor counting in index space are describing the
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same story, and SP2 swaps one for the other under everything at once.
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`branch` is the head, already resolved, for a caller placing several nodes
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at once — see `place_new_nodes` for why that is worth a parameter.
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"""
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branch = branch or head_branch(db, adventure)
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action.branch_id = branch.id
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if action.depth is None:
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action.depth = action.index
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adventure.head_branch_id = branch.id
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if action.depth is not None and action.depth > adventure.head_depth:
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adventure.head_depth = action.depth
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return branch
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def place_memory(
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db: Session,
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adventure: models.Adventure,
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memory: models.Memory,
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branch: models.Branch | None = None,
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) -> models.Branch:
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"""Attach a memory to the node that produced it.
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`source_end` is the index of the last action the memory summarises, which is
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that node's depth. A hand-written memory summarises nothing, so its depth
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stays NULL and it belongs to the adventure rather than to a path.
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"""
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branch = branch or head_branch(db, adventure)
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memory.branch_id = branch.id
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if memory.depth is None and memory.source_end is not None:
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memory.depth = memory.source_end
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return branch
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def attach_memory(memory: models.Memory, node: models.Action) -> None:
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"""Hang a memory off the node it was derived from.
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The general rule, of which the memory bank is the first instance: anything
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derived from the story attaches to the node that produced it, and is then
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visible from exactly the paths that node is on. A fork inherits its
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ancestors' memories because it inherits their nodes — nothing is copied and
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nothing is recreated — and a memory made on a sibling is invisible here
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because that node is not on this path.
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Not `place_memory`: this takes the branch from the *node*, which is not
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always the head. A block of story can end before the fork the current
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branch was made at, and the memory belongs where the ground is.
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"""
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memory.branch_id = node.branch_id
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memory.depth = node.depth
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def stamp_outcome(adventure: models.Adventure, action: models.Action) -> None:
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"""Give a node the state it left behind, if its writer did not.
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The floor under `attempts.snapshot_outcome`, and it is here for the same
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reason `place_action` has one: from SP4 a node with no outcome is a node
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undo and retry cannot roll back past, and it fails by leaving the
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scoreboard where it was rather than by raising. The turn engine records the
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outcome itself and this skips those rows; what it catches is every fixture,
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script and import that writes a story straight through the ORM.
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What it writes is the truth as of the flush: a writer that changes no state
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between two nodes leaves the same state behind both of them.
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"""
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if action.state_after is None:
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state = adventure.script_state if isinstance(adventure.script_state, dict) else {}
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action.state_after = copy.deepcopy(state)
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if action.world_state_after is None:
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world = adventure.world_state if isinstance(adventure.world_state, dict) else {}
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action.world_state_after = copy.deepcopy(world)
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def place_new_nodes(session: Session) -> None:
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"""Place every unplaced node about to be inserted. Runs on every flush.
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The call sites still call `place_action` / `place_memory` themselves, and
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should: a node placed at the call site is placed *before* the code around
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it reads the row back, and the explicit call is what makes the ordering
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visible. This is the floor under them — a fixture built straight through
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the ORM, a script, a test, or a call site added next year gets a branch
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without knowing the tree exists.
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Nodes whose adventure has not been inserted yet are left alone: there is no
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id to hang a branch off, and an Action needs `adventure_id` to be written
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at all, so the case does not arise from any writer we have.
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The head is resolved once per adventure per flush, and held in `heads` for
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the length of the call. That is not just saving a dictionary lookup: the
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identity map holds *weak* references, so a branch row nobody keeps a strong
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reference to is collected between two nodes and read back from the database
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for the next one. Resolving per node turned a fixture writing two hundred
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actions in one flush into two hundred SELECTs on `branches`.
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"""
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heads: dict[int, models.Branch] = {}
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for obj in list(session.new):
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if isinstance(obj, models.Action):
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place = place_action
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elif isinstance(obj, models.Memory):
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place = place_memory
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else:
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continue
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if obj.adventure_id is None:
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continue
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adventure = session.get(models.Adventure, obj.adventure_id)
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if adventure is None:
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continue
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if isinstance(obj, models.Action):
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stamp_outcome(adventure, obj)
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if obj.branch_id is not None:
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continue # already placed at its call site
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head = heads.get(adventure.id)
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if head is None:
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head = heads[adventure.id] = head_branch(session, adventure)
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place(session, adventure, obj, head)
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def refresh_head(db: Session, adventure: models.Adventure) -> None:
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"""Re-derive the head depth after nodes were removed (undo, delete).
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A branch with nothing on it sits at its fork point, because that is the last
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node its story contains — borrowed from the parent, but the tip all the
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same. A root branch with nothing on it has no story at all.
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"""
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branch = head_branch(db, adventure)
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tip = (
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db.query(func.max(models.Action.depth))
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.filter(models.Action.branch_id == branch.id)
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.scalar()
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)
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if tip is None:
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tip = branch.fork_depth if branch.fork_depth is not None else NO_DEPTH
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adventure.head_depth = tip
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