Phase 14 replaces the action list with a tree, which touches the memory bank, the context builder, undo, retry and the UI at once. Before any of that moves, write down what "unaffected" means and prove it holds today. tests/test_story_tree_baseline.py drives the product over HTTP the way a player does and asserts only on API responses, never on how anything is stored: the turn engine, retry and variant switching, undo, paging all the way back to the start without gaps or repeats, edit/delete, memories, export/import round-trip, world state. 283 green with it added, from 259. It must pass unmodified through the schema change, the branch clause and the move of memories onto nodes. A linear story is a tree with one branch, so those subphases have no licence to change behaviour, and this is what says so. The plan itself records four decisions that were open: structural-first with no runtime flag, legacy columns kept one release, full tree visualisation, and a v2 bundle with a v1 reader. Plus four traps found by reading rather than running -- history._from_memory and the scripting pipeline both slice adventure.actions, which under a tree is every branch rather than the path. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
299 lines
17 KiB
Markdown
299 lines
17 KiB
Markdown
# Phase 14 — Story tree (branching adventures)
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**Goal:** replace the linear action list with a **tree**. A retry becomes a sibling
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rather than a rewrite; continuing from one makes it a branch. Players can go back to any
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turn, take a different path, and keep both — switching between them freely.
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Depends on `13-memory-embedding-cost.md` shipping first: memory retrieval is the one read
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a tree cannot window, so it is the cost floor of a turn under this design. Fix the floor
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before building on it.
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## Why (beyond the feature)
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Seven bug classes stop existing, and every one traces to the same root — **the story is a
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mutable list**:
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| Bug | Why it goes away |
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|---|---|
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| Deleting a middle action skips a later one forever (`note_action_removed`) | Cursors become node ids, not positions in a shifting list |
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| `prune_dangling_memories` orphaning actions behind the cursor | Nothing is ever removed |
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| Editing a summarised action leaves its memory stale forever — **currently unfixed** | Editing makes a new node; the old memory stays correct for the old path |
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| The one-turn memory holdback (`settled_story_actions`) | Nothing is mutated, so nothing goes stale — the concept is unnecessary |
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| The legacy-cursor no-rewind trap found while fixing that | Same |
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| "Anything reading `adventure.actions` during generation must exclude the retried action" — leaked into 4 call sites | The replaced turn is not on your path; it cannot leak |
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| `variant_count` / mirrored `text` drifting from `variants` | The denormalisation disappears entirely |
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It also resolves the 1NF violation: `variants` as a JSON repeating group becomes rows.
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## Design decisions (settled 2026-08-16)
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- **Full branching, with UI.** Not the "tree schema, no branch picker" middle option —
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branching ships as a feature people use.
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- **`branch_id` + `depth` on every node, not parent pointers alone.** Parent pointers
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alone mean walking N links to read a story, which throws away the round-two windowing
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work. `depth` replaces `index` as the ordering key.
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- **A `branches` table with `parent_branch_id` and `fork_depth`.** The fork point is
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**stored at fork time, never inferred**. Nothing is copied on a fork — a branch borrows
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its ancestors' turns.
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- **Lineage cached on the branch row.** `lineage = [(D,∞), (C,45), (B,30), (A,10)]`,
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computed once at fork (parent's lineage + one entry). Reads never walk to reconstruct
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it. Each ancestor is capped at the `fork_depth` of the branch beneath it.
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- **Read the lineage lazily, windowed.** Query the newest few lineage entries, measure,
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fetch more only if the context budget is not covered — the exact shape of
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`history.window_covering()`. **Clause count is bounded by the context window, not by
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fork count**, so a 200-fork story reads as cheaply as a 2-fork one.
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- **Promote to a branch only on continue.** Attempts at the tip stay as sibling leaves;
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one becomes a branch the moment a turn is played past it. Keeps the lineage chain to
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"divergences I built a story on", not "every retry ever" — the difference between a
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handful of entries and fifty.
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- **Memories and the summary attach to the node that produced them**, found by walking
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up. Shared ancestors are shared automatically, so a fork costs nothing and **nothing
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needs recreating**. A memory covering depths 37–42 hangs off that branch's node 42 and
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is invisible to any path not through it. Generalise the rule: *anything derived attaches
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to the node that produced it* — the summary included, so stop storing it per turn.
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- **Full lineage for memories, windowed lineage for the story.** Memory retrieval is
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long-range recall and cannot be windowed, but memories are sparse (~1 per 6 actions), so
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a long OR-clause returning ~33 small rows is fine. Two queries, one lineage.
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- **Never auto-prune.** Nothing is deleted without an explicit user action. **This makes
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a branch-management UI a hard dependency, not a nice-to-have** — storage grows without
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limit otherwise.
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- **Story cards stay adventure-wide.** A card invented on branch B shows on branch A.
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Already true for undo today (script card mutations are not reverted), so this is a
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documented limit, not a regression. Explicitly rejected event-sourcing card changes onto
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nodes.
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- **State carries over almost free.** `state_before` / `world_state_before` already
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snapshot the script scoreboard and RPG world state per action, and `apply_variant()`
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already restores them on a switch — a branch switch is the same move. Wrinkle: those are
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*before* pictures; a node wants the *after*. And they are NULL on pre-column rows.
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## Schema sketch
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```
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branches(id, adventure_id, parent_branch_id, fork_depth, lineage JSON, created_at)
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actions(id, adventure_id, branch_id, depth, type, text, reasoning,
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world_delta, state_after, world_state_after, context_snapshot, created_at)
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memories(..., branch_id, depth) -- attached to the node that produced it
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adventures(..., head_branch_id, head_depth)
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```
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Reading branch C, tip at depth 7, lineage `[(C,7), (B,5), (A,3)]`:
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```sql
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SELECT * FROM actions
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WHERE (branch_id='C' AND depth <= 7)
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OR (branch_id='B' AND depth <= 5)
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OR (branch_id='A' AND depth <= 3)
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ORDER BY depth DESC LIMIT 32
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```
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→ `A0 A1 A2 A3 B4 B5 C6 C7`. Depth is a position along *a* path, not a global turn
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number — `A4` and `B4` are alternatives, not duplicates.
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## Work
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1. `branches` table, `branch_id`/`depth` on `actions`, `head_*` on `adventures`.
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2. Lineage computation + a **single module that owns the branch clause** — same role
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`context/history.py` plays today. Every query must go through it; one forgotten clause
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shows the wrong story, quietly.
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3. `history.py` rewritten against lineage windowing. `window_covering` keeps its shape.
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4. Memories/summary attached to nodes; delete the cursor-position machinery
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(`position_of_index`, `settled_*`, `note_action_removed`, `_rewind_cursors_to_index`).
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5. Sibling storage for un-promoted tip attempts + the promotion step.
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6. Node state moves from *before* to *after* snapshots.
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7. Migration: every existing adventure becomes branch A; `index` → `depth`; `variants`
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entries become sibling nodes; `variant_index` becomes the head pointer.
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8. Frontend: branch picker replacing `VariantPager`, plus branch management (rename,
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delete, switch) — required, given no auto-pruning.
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## Open
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- **`retry_of.index` reuse** stops the world-state cooldown clock advancing on a re-run of
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the same turn. Whatever replaces it must preserve that. (Carried into SP5 below.)
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Everything else that stood open here was decided on 2026-08-17 — see the next section.
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---
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# Implementation plan (decided 2026-08-17)
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Four decisions, taken before any code was written:
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| Question | Decision |
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|---|---|
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| Phased or single migration? | **Structural-first, no runtime flag.** SP1–SP4 migrate to the tree *representation* with behaviour identical to today. Branching features layer on after. |
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| How destructive is the migration? | **Keep the legacy columns for one release.** `index`, `variants`, `variant_index`, `variant_count` stay, unread, until the tree is proven live (SP8 drops them). |
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| Branch-management UI scope | **Full tree visualisation** — a spatial view of forks, not just a picker. |
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| Export bundle | **`ai-dnd-adventure-v2`**, with a v1 legacy reader so existing bundles keep importing. |
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**Why no feature flag.** A linear story *is* a tree with one branch, so the intermediate
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states are not half-migrated — they are the same product with a superset schema
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underneath. That makes "current adventures are unaffected" a literal, testable pass
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condition for every subphase up to SP4, which a flag would have replaced with two live
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code paths through the context builder, the memory bank, undo and retry at once.
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## The regression contract
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`tests/test_story_tree_baseline.py` (built in SP0) drives the whole product over HTTP —
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create, play, retry, switch, undo, page with `before_id`, memories, summary, export — and
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asserts only on API responses, never internals.
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**It must pass unmodified through SP1, SP2 and SP3.** That is the contract those
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subphases are verified against. SP4 is the first subphase permitted to change it, and
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even there only where the change is deliberate and named below.
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## Traps found while reading (these are the ones that bite quietly)
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- **`history._from_memory()` slices `adventure.actions`.** The "never load twice"
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shortcut returns whatever is already in the session — which under a tree is *every
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branch's* actions, not the path. It would silently assemble context from siblings.
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This is the single highest-risk line in the change; SP2 must make the shortcut
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branch-aware or delete it.
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- **`scripting/pipeline.py::_history()` and `_info()` read `adventure.actions` directly**,
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and hand it to user scripts as the documented history API. Same trap, user-visible.
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- **`Adventure.actions` is `order_by="Action.index"`.** Ordering it by `depth` is not
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enough — the collection is still every branch. Anything iterating it needs the path.
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- **`limits.check_row_cap("actions")` counts every action in the adventure.** With no
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auto-pruning, a branched adventure hits `MAX_ACTIONS_PER_ADVENTURE` while its *story*
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is far shorter. The cap has to count the tree but be explained as the tree, or move.
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- **The holdback cannot die in SP3.** `settled_story_actions` exists because retry
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mutates a row in place. Retry stops mutating in SP4, so the holdback is only safe to
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delete there — deleting it in SP3 reopens the exact bug it was written for.
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## Subphases
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Each ships independently, on its own branch, green before the next starts.
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### SP0 — Baseline and regression net *(no product change)*
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- `tests/test_story_tree_baseline.py` — the contract above. 24 tests covering opening a
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windowed adventure, the turn engine (do/say/story/continue), script effects, retry and
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variant switching, undo, paging up to the start, edit/delete, memories, export/import
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round-trip, and world state.
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**Done, 2026-08-17.** 259 existing tests green (17.8s), then **283 green** with the
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baseline added, against unmodified `main`. That is the number every subphase below is
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measured against.
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A pre-migration (**schema 45**) fixture is needed too, built by a script rather than
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committed as a binary — but its only consumer is the SP1 migration test, so it lands
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there.
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### SP1 — Schema and migration *(no behaviour change)*
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| File | Change |
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|---|---|
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| `app/models.py` | New `Branch` model. `Action.branch_id`, `Action.depth`. `Adventure.head_branch_id`, `head_depth`. `Memory.branch_id`, `Memory.depth`. Legacy columns untouched. |
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| `app/migrations.py` | Migrations 46+: create `branches`; add columns; index `(branch_id, depth)`; backfill. Dialect map wherever BLOB/BYTEA-style spellings diverge. |
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Backfill: one branch per adventure, `lineage = [(A, ∞)]`; `actions.branch_id = A`,
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`depth = index`; `adventures.head_*` from `max(index)`; memories take branch A and a
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depth derived from `source_end`.
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**Verify:** baseline test unmodified. New `tests/test_tree_migration.py` — every action
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carries a branch and `depth == old index`, no row lost, head pointers correct, memories
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mapped. Bootstrap run twice is a no-op. `tests/test_egress.py` ceilings unmoved (two
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integers a row). **Post-deploy `VACUUM FULL actions;` is mandatory** — this rewrites
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every row, which is the 144 MB lesson at the top of `STATUS.md`.
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### SP2 — The branch clause *(reads move to lineage; still one branch)*
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One module owns the clause; every action read goes through it. A forgotten clause shows
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the wrong story, quietly, which is why it is one module and not a convention.
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| File | Change |
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|---|---|
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| `app/context/lineage.py` *(new)* | Lineage computation and the branch clause. The only place that knows how a path is selected. |
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| `app/context/history.py` | `_filters` takes the clause; order by `depth`; `window_covering` keeps its shape. **Fix `_from_memory`.** |
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| `app/routers/adventures.py` | `action_window` anchors on the anchor's `depth`; `last_action`, `next_index`→`next_depth`, `_latest_narration`. |
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| `app/scripting/pipeline.py` | `_history()`/`_info()` read the path, not the collection. |
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**Verify:** baseline test unmodified. `test_history_window.py`, `test_action_paging.py`
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green. New test builds a **two-branch fixture directly in the DB** and asserts the design
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doc's own example reads back as `A0 A1 A2 A3 B4 B5 C6 C7`, and that a sibling's nodes are
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invisible. Egress: a 20-fork fixture costs within a small factor of a 1-fork one —
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clause count is bounded by the context window, not by fork count.
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### SP3 — Memories and summary attach to nodes
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Cursors stop being positions in a shifting list. `memory_cursor`/`summary_cursor` become
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node-anchored `(branch_id, depth)`.
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Deleted: `position_of_index`, `note_action_removed`, `_rewind_cursors_to_index`,
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`prune_dangling_memories`, and their call sites in `undo_turn` and `delete_action`.
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**Kept until SP4:** `settled_story_actions` and the holdback (see traps).
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**Verify:** baseline test unmodified. `test_memory_settling.py` and
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`test_memory_retrieval.py` updated, plus a new branch-isolation test — a memory created
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on branch B is invisible from branch A, and shared ancestors are visible from both.
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Memory retrieval reads the *full* lineage (it cannot be windowed) but stays sparse:
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assert the byte cost on a deep fork.
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### SP4 — Variants become sibling nodes
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Retry stops mutating a row. It writes a sibling leaf at the same depth.
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Deleted: `set_variants`, `variant_of`, `apply_variant`, `VARIANT_SNAPSHOT_KEYS`, and the
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holdback. Node state moves from *before* to *after* snapshots (`state_after`,
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`world_state_after`) — a sibling needs its own outcome, so this belongs here rather than
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in its own subphase. Pre-column rows are NULL and must stay tolerated.
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A migration converts existing `variants` JSON into sibling rows — reading the legacy
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column that decision 2 kept, which is the whole reason it was kept.
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`/variants` and `/variant` keep their URLs and response shapes here, re-implemented over
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sibling rows, so the frontend keeps working until SP7 replaces it.
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**Verify:** the first subphase allowed to move the baseline test, and only for
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`variant_count`/`variant_index` semantics — the retry *outcomes* must not move.
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`test_retry_variants.py` rewritten against siblings but asserting the same observable
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results, including that the gold script is not double-applied. `test_state_revert.py`
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against after-snapshots. Migration test: attempt count preserved, the active attempt
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becomes the head.
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### SP5 — Fork on continue
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Playing past a non-head sibling promotes it: a `branches` row with `parent_branch_id`,
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`fork_depth`, and a `lineage` computed once from the parent's. Nothing is copied.
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`adventures.head_*` moves. **The cooldown clock must not advance on a re-run of the same
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turn** — the one item still open above.
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**Verify:** a fork creates exactly one branch row and copies no actions; lineage is
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correct and capped at each `fork_depth`; both branches read independently; switching
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restores the right script/world state; the cooldown test from `test_worldstate.py`
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still holds across a retry.
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### SP6 — Export/import v2
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`ai-dnd-adventure-v2` carries branches and nodes; import accepts v1 and v2, mapping a v1
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bundle's linear actions plus `variants` onto one branch with siblings.
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`limits.check_bundle_lists` learns about branches.
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**Verify:** v2 round-trip of a branched adventure is lossless; a v1 bundle still imports;
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a bundle claiming more branches than rows is rejected rather than half-applied.
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### SP7 — Frontend: full tree visualisation
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`VariantPager` is removed. A spatial tree view replaces it, plus switch, rename and
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delete-with-confirm. `api.js` gains the branch endpoints.
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**Verify:** this is where the standing open gap gets closed — **drive the 600-action
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`--keep` fixture in a browser by hand**, on the same scroll path that has never been
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driven and already hid one bug. A vitest + jsdom harness covers the prepend arithmetic;
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jsdom has no layout, so scroll position still needs eyes.
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### SP8 — Drop the legacy columns
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Only once the tree is proven live. Migration drops `index`, `variants`, `variant_index`,
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`variant_count`, followed by `VACUUM FULL actions;`.
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**Verify:** full suite; egress ceilings; a measured before/after size, aggregates only.
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## Standing constraints
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- **No production data is read at any point in this phase.** Migrations, the e2e
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baseline and every egress measurement run on local SQLite and the synthetic `--keep`
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fixture. If a real Postgres is ever needed for a write path, it is a throwaway
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database whose name contains `stress`/`scratch`, and it is asked for first.
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- **Any migration that rewrites `actions` is followed by `VACUUM FULL actions;`** on the
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direct endpoint, not `-pooler`. SP1, SP4 and SP8 each rewrite every row.
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