The interface was AI-DnD's with this product's features bolted into it. The
navigation read Home · Adventures · Scenarios · Settings · AI Chat; starting a
story meant first picking a *world*, and making a world meant a JSON stat-schema
form, a story-card table and an art picker. The play screen had a Branches tab.
The input had three modes. Sixteen of the sixteen controls on a two-turn story
had no accessible name — they were single glyphs with a tooltip.
All of that was measured in a real browser before anything was changed, and the
measurements are in planning/reports/M8-IMPLEMENTATION-REPORT.md §C. Almost
nothing underneath was wrong: the play loop, the history controls, the takes,
the Save Points, the state correction and the knowledge library all worked. What
was wrong was what a reader was asked to understand in order to use them.
So the shape now is one entry point and one screen:
Campaigns -> Campaign -> Story
State · Knowledge · Context · Save Points · Settings
Everything that is not the story lives in a panel that starts closed. The
top navigation bar is hidden on the story screen entirely, because on that one
screen the story is the interface.
Play is one natural-language field. An action and a piece of quoted dialogue are
both just what the reader wrote, and B01/B02 confirmed against a real narrator
that the model reads the quotes without being told which kind of turn it is.
What survives from the old Story mode is a Story direction toggle, which is not
a fourth mode: it changes who is being spoken to, not what kind of action is
taken, and the box is visibly marked while it is on.
Branch, fork, node, merge and head appear nowhere a reader can see them. The
branch panel and the tree overlay are gone from the browser. The mechanism is
untouched — takes, divergence, retained futures and Save Points all still work,
and their endpoints are still tested. This is a decision about what a reader is
asked to understand, not a reduction of what the product can do.
The two defects worth the space:
A player action is stored with AI Dungeon's "> You " prefix. That was right when
the Do mode asked for a bare verb phrase. With one field the spec tells the
reader to write "I enter the tavern", and the result was "> You I enter the
tavern." — in the transcript, in the replayed history, and therefore in the
narration, where a small model imitates it and writes "You I thank her". M8's
own design surfaced it, so M8 fixed it: the prefix is added only when the reader
has not already written a subject. The ">" marker, which is what actually
identifies a player turn in the prompt, is unchanged in every case.
And a stale `.input-bar { display: flex }` in play.css overrode the new
composer, because that sheet is imported after the new one. The direction row
and the input row laid out side by side and the box was unusably narrow. Found
by opening the product in a browser, not by reading the CSS — which is the
argument for having done that first.
Failures now have the taxonomy the spec asked for rather than one toast: model,
generation, state, knowledge, server, each with the thing to do about it. A
failed turn leaves the reader's words in the box and says so. The classification
reads backend strings, so it is a fallback ladder rather than a lookup — an
unrecognised message still classifies, still shows the server's own words and
still offers Retry.
`Settings.model` could be empty with nothing saying so until the first turn
failed with a provider error. The header now reports Ollama in five states, and
an unconfigured or missing model offers the models actually installed on the
endpoint, from the connection test that already knew them. Nothing is chosen
automatically: an endpoint's first model may be an embedding model, which cannot
narrate at all.
Narrator prose is rendered as safe Markdown — headings, emphasis, lists,
blockquotes, code. The safety is structural rather than filtered: every node is
a React element built from parsed text, and there is no dangerouslySetInnerHTML
in the file. A sanitizer is not needed to make markup safe if markup is never
produced from input. Link schemes are checked with the URL parser rather than a
pattern, because the bypasses are all in the parsing. A remote image is a
placeholder naming the blocked address; the knowledge and context panels
deliberately do not use this renderer at all, because they exist to show a
reader exactly what is in their file.
Backend, and only what the browser could not otherwise reach:
AdventureCreate.opening a start action could only come from a Scenario, so
every campaign made in the new setup flow opened on
a blank page. Same node, same code path.
canon_rules campaign_canon has been the highest authority in a
campaign since M5, read by the prompt builder and
the state validator, and had no API at all — a
fixture had to write it with SQL.
a 401 and a 429 message the last user-facing text describing a hosted
deployment. One told the reader to check an API key
that has not existed since M2.
No schema change and no migration: proved by building a database with a server
running the M7 commit's own code and opening it with this one.
The project had no frontend tests. It has 132 now, across ten files, running
in about six seconds — the enabled state of every history control, the take
selector, the confirmations, the panels, the five model states, the failure
taxonomy, the focus trap, accessibility, and that the reserved dictation control
never touches the microphone. Writing them found a real defect: the focus trap
filtered candidates with offsetParent, which is null inside the fixed-position
ancestor the dialog has and which jsdom never computes — it would have behaved
differently in the tests from the browser.
They do not replace the real-browser runs, and both kinds of evidence are in the
report. The browser suites drive the production build served by the real backend
with a real local narrator, including a genuine process restart.
A verification pass over all of it then found three more, each by driving the
product rather than reading it:
Stepping between alternate takes did nothing. The pager asked whether a take
lived on another line by comparing `target.branch_id !== action.branch_id`, and
`ActionOut` has never carried `branch_id` — so the comparison was permanently
`number !== undefined`, always true, and every step took the branch-switch path.
For two takes of an ordinary retry, which share a line until one is written
below, that meant switching to the line already being read: the same window came
back and nothing moved. D07 is a required v1 acceptance test. The fix needed no
new field — the variants list already carries every attempt's branch and marks
the live one.
The first regression test for that passed against the broken code, because its
fixture gave the action a `branch_id` the real payload never sends. That is the
exact failure M7's review was about, so the fixture was corrected, the tests were
re-run against the reverted code and failed for the right reason, and the
fixture now carries a docstring saying why the field must never come back.
And the knowledge panel pointed readers at an "embedding model" while the
setting is called "Model for meaning-based search" — a reader sent looking for a
field that does not exist by that name.
Campaign canon was measured rather than assumed. Editing it after play is a
configuration change: every turn already played keeps the canon it was actually
given, in its own context snapshot, and the accepted story, the state document
and the state audit log are byte-identical across an edit. It is not routed
through M5's state audit, because canon is not narrative state and doing so
would create the second representation the spec forbids. What the editor does
now is say so, once a campaign has moments.
`BROWSER-UX-SPEC.md` §38 asked for a "Show Hidden Story State" toggle. There is
no hidden story state — a secret lives in a narrator-only knowledge source and
never enters the state document. The section is rewritten to require what it
actually meant: ordinary surfaces must not carry narrator-only information,
advanced inspection must withhold it by default behind an explicit warned
choice, and no second store may be invented to give a toggle something to
reveal. The protection is stricter than before, not weaker.
Closeout. An independent review returned M8 IMPLEMENTATION: PASS subject to
evidence and documentation cleanup, and this commit carries that cleanup:
The report named two frontend bundles as the artifact behind its acceptance
evidence. The saved run logs settle it. index-Ii-lARp9.js, built at 18:53:02
from this tree, is the one final frozen artifact behind all 157 browser checks;
index-C6E5Uvtu.js is superseded — it predates the D09 fix and its acceptance
suite ended 54/55 on exactly that defect. No tracked file under backend/app or
frontend/src has a modification time after the freeze, so the whole final
campaign describes one build. §P sets the two side by side.
Finding 14 — the app budgets 16,384 prompt tokens while an Ollama that sees no
VRAM enforces 4,096 — is resolved operationally, with no application change.
The OpenAI-compatible endpoint this app speaks accepts num_ctx and ignores it,
and reloads the model at its own default, so a native call cannot prime it
either. A model derived with POST /api/create carries the parameter, is honoured
through the app's own OpenAI-compatible path, and appears in /v1/models — which
is the listing the Settings model picker already reads. Measured end to end.
The procedure is in DEVELOPMENT.md; nothing in the repository depends on any
particular derived model existing. Adding provider code to work around this was
declined deliberately: it would mean either a second native request path,
against ADR 011, or a parameter the endpoint provably ignores.
The §38 rewrite is ratified as a requirement clarification aligned with the
implemented architecture, and the spec gains the clause finding 3 was really
about: withheld material must be absent from the rendered DOM, not merely
collapsed in it.
The report's §U carries the M9 handoff — what a portable campaign has to include,
whether historical context snapshots belong in the bundle, what happens to
inherited story cards, and that a restored campaign may meet a different context
window than the one that wrote it. None of it is implemented here.
Final: backend 950 passed / 14 skipped; frontend 132 passed; lint, production
build and Docker build clean; 157 browser checks across six suites, zero
failures. M8 is implemented, verified, reviewed and accepted (2026-09-06).
M9 has not been started.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017HdaXiFbscatQaLS7dJk6b
451 lines
19 KiB
Python
451 lines
19 KiB
Python
"""Playing a turn: the model call, the SSE stream, and the one-turn-at-a-time lock.
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Everything a test needs to intercept lives here, and other modules reach it as
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`turns.<name>` rather than importing it by value. That matters twice. The turn
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lock guards one set only while one module owns it. And a test that replaces
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`OpenAICompatibleProvider` or `generate_turn` patches this module, which every
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caller reads through.
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"""
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import threading
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from fastapi import Depends, HTTPException, Request
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from fastapi.responses import StreamingResponse
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from sqlalchemy.orm import Session
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from ... import (
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attempts, head, limits, memorybank, models, narrative, schemas, tree,
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worldstate,
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)
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from ...context import ContextOverflow, build_context, cursors
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from ...knowledge import retrieval as knowledge_retrieval
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from ...database import get_db
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from ...providers import OpenAICompatibleProvider, PromptParts, ProviderError
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from ...sse import SSE_HEADERS, sse, turn_error
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from ..settings import get_settings
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from .deps import CurrentUser, current_adventure, router
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from .nodes import _move_to_after, next_depth
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from .paging import annotate_takes
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def world_delta_of(snapshot: dict | None) -> dict | None:
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"""Returns the bulk-read slice of a context snapshot, for `Action.world_delta`.
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`context_snapshot` is deferred because it holds the whole assembled prompt.
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The parts that every action needs get their own small column instead: the
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world-change chips, the emit block replayed into history, and the refusal
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note fed back to the model. Update this function wherever a snapshot is
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written.
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Carry all three report lists, not just `applied`. `Action.world_changes`
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marks a chip from `clamped` and builds its refusal chips from `rejected`,
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and `worldstate.refusals` reads both. Storing `applied` alone left every
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consumer unable to tell a refused change from one that worked, which is the
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distinction this column exists to carry. The two extra lists are subsets of
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one turn's block, so they cost a few hundred bytes per action at most.
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"""
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ws = (snapshot or {}).get("world_state")
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if not isinstance(ws, dict):
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return None
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report = ws.get("report") or {}
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return {
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"delta": ws.get("delta") or {},
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"applied": report.get("applied") or [],
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"clamped": report.get("clamped") or [],
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"rejected": report.get("rejected") or [],
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}
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# One turn at a time per adventure. The set lives in memory, which is enough for
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# a single-process local app. Sync endpoints run in a threadpool, so the
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# check-and-add needs a lock. The check also has to run during the request
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# rather than when the SSE generator first runs. Otherwise two rapid requests
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# both pass the check and generate concurrently.
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_active_turns: set[int] = set()
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_active_turns_guard = threading.Lock()
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def acquire_turn_lock(adventure_id: int):
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"""Claims the adventure's turn slot atomically. `with_turn_lock` releases it."""
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with _active_turns_guard:
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if adventure_id in _active_turns:
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raise HTTPException(409, "A turn is already generating for this adventure.")
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_active_turns.add(adventure_id)
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async def with_turn_lock(adventure_id: int, gen):
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"""Wraps an SSE generator so that it releases the `acquire_turn_lock` lock."""
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try:
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async for event in gen:
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yield event
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finally:
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_active_turns.discard(adventure_id)
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#: Openings that mean the reader has already written the subject of the sentence.
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#:
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#: Matched as whole words, longest first, so "I'm" is recognised before "I".
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_FIRST_PERSON = ("i ", "i'm ", "i've ", "i'll ", "i'd ", "my ", "we ", "we're ")
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def format_player_input(action_type: str, text: str) -> str:
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"""Formats player input the way AI Dungeon does — with one M8 correction.
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The convention is a `>` marker and second person: typing `look around` in
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the old Do mode stored `> You look around.`, which reads correctly and shows
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the model whose turn it is.
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**M8 broke that assumption and this repairs it.** `BROWSER-UX-SPEC.md` §12
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replaced the Do/Say/Story selector with one natural-language field, and §11
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tells the reader to write sentences like *"I enter the tavern."* Prefixing
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that produced `> You I enter the tavern.` — in the transcript, in the
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replayed history, and therefore in the narration, where a small model
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imitates it and writes "You I thank her". It was visible in the very first
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browser pass of the new composer.
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So the prefix is added only when the reader has *not* already written a
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subject. First person is left alone; everything else keeps the old
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behaviour, and the `>` marker is unchanged in every case, because that is
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what actually distinguishes a player turn in the prompt.
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Storage is unchanged for text that was already formatted — see
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`test_take_parentage.py`, which guards against `> You > You ...`.
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"""
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text = text.strip()
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if action_type == "say":
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text = text.strip('"')
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if text and text[-1] not in ".!?…":
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text += "."
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return f'> You say "{text}"'
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if action_type == "do":
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if text.lower().startswith("you "):
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text = text[4:]
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if text and text[-1] not in ".!?…":
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text += "."
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lowered = text.lower()
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if any(lowered.startswith(opening) for opening in _FIRST_PERSON):
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return f"> {text}"
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return f"> You {text}"
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return text # The "story" type is appended as raw text.
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def action_json(action: models.Action, db: Session | None = None) -> dict:
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"""Serializes one action for the wire.
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Passing `db` fills in the pager numbers, and a turn that was just played must
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pass it. The attempt that turn created is often the second one at its
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coordinate, so the message needs a pager that the client cannot infer from a
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count of one. Without `db`, a retry showed no pager until the page reloaded.
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The adventure GET has the same requirement and builds its window a third way.
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"""
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if db is not None:
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annotate_takes(db, action.adventure_id, [action])
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return schemas.ActionOut.model_validate(action).model_dump(mode="json")
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async def generate_turn(
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adventure: models.Adventure,
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db: Session,
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user: models.User,
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retry_of: models.Action | None = None,
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):
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"""Streams the AI continuation as SSE, then stores the result.
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If `retry_of` is set, the result is stored as a sibling of that AI action, at
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the same turn and the same coordinate, and the discarded attempt stays where
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it was written. Before calling, the caller must roll the adventure back to
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the state before that turn. See `retry_action`. If this generator ends
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without saving, the rollback is undone, so the state cannot diverge from the
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text on screen.
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"""
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saved = False
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try:
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async for event in _generate_turn(adventure, db, user, retry_of):
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if event is _SAVED:
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saved = True
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continue
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yield event
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finally:
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if retry_of is not None and not saved:
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# The turn failed with a provider error, an empty reply, or a
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# disconnected client. No sibling was written, so the
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# attempt on screen is still the live one. Restore the state it
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# produced.
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attempts.restore_state(adventure, retry_of)
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db.commit()
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# `_generate_turn` yields this sentinel once the action is committed. It tells
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# the wrapper above to leave the rollback in place rather than reverse it.
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_SAVED = object()
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async def _generate_turn(
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adventure: models.Adventure,
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db: Session,
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user: models.User,
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retry_of: models.Action | None = None,
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):
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settings = get_settings(db, user)
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# On a retry, the attempt being replaced is still the live node of its turn,
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# because it stays live until a replacement exists. Filter it out of the
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# context. Otherwise the model reads the attempt it is replacing as
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# established story and writes a sequel to it.
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replacing_id = retry_of.id if retry_of is not None else None
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memories = await memorybank.retrieve_memories(
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adventure, settings, update_stats=True, exclude_action_id=replacing_id
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)
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# M7: the imported library, retrieved for the position being read. Excluding
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# the attempt being replaced matters here for the same reason it does for
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# memories — the query is built from the recent story, and a discarded
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# attempt must not steer which passages the replacement is given.
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knowledge = await knowledge_retrieval.retrieve(
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adventure, settings, exclude_action_id=replacing_id
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)
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try:
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system_text, story_text, snapshot = build_context(
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adventure,
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settings,
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memories,
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exclude_action_id=replacing_id,
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knowledge=knowledge,
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)
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except ContextOverflow as exc:
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# M6: the protected context does not fit in the configured budget, so
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# there is no prompt to send. This is a settings problem the reader can
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# fix, and the message says how — reporting it as a failed turn keeps
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# the story intact and tells them what to change, where building the
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# prompt anyway would return a silently truncated reply.
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yield turn_error(str(exc))
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return
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parts = PromptParts(system=system_text, story=story_text)
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provider = OpenAICompatibleProvider(
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settings.endpoint_url, settings.model, settings.api_mode,
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settings.model_timeout_seconds,
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)
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chunks: list[str] = []
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reasoning_chunks: list[str] = []
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try:
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async for kind, chunk in provider.generate(
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parts, temperature=settings.temperature, max_tokens=settings.max_output_tokens
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):
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if kind == "reasoning":
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reasoning_chunks.append(chunk)
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yield sse({"type": "reasoning", "text": chunk})
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else:
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chunks.append(chunk)
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yield sse({"type": "chunk", "text": chunk})
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except ProviderError as exc:
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yield turn_error(str(exc))
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return
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text = "".join(chunks).strip()
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# The model's literal reply, kept for the Insights "Raw AI output" view. It
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# still contains the world-state block, which the code below strips.
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raw_output = text
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if not text:
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# The model streamed reasoning but no story text, so it spent its whole
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# budget on reasoning. Report that rather than "empty response".
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if reasoning_chunks:
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detail = (
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"The model used its entire token budget on reasoning and returned no "
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'story text. Raise "Max output tokens" in Settings, set a "Reasoning '
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'max tokens" cap, or switch to a non-reasoning model.'
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)
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else:
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detail = "The AI returned an empty response."
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yield turn_error(detail)
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return
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# M5: read the typed state proposal out of the reply, validate it, apply
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# what survives, and strip the block from the displayed text.
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#
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# This replaced the Phase 12 relative-delta pipeline. The shape of the turn
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# is unchanged — extract, referee, snapshot — because ADR 010 changed the
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# protocol, not the lifecycle. What changed is that the referee now works on
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# explicit typed events with absolute values, so an accepted proposal cannot
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# mean something other than it says.
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#
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# A retry re-runs the same turn, so it is played at that turn's depth. This
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# was `retry_of.index`, which held the same number until SP4. Depth stays
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# correct once a branch has its own numbering.
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ai_depth = retry_of.depth if retry_of is not None else next_depth(adventure)
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text, parsed, raw_block = narrative.extract.split(text)
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if not text.strip():
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yield turn_error("The AI returned only a state update and no story text.")
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return
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review = narrative.validate.review(
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parsed if parsed is not None else {"events": []},
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narrative.store.current(adventure),
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narrative.store.canon_of(adventure),
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)
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# Held until the action exists, because a proposal record names the node
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# whose narration produced it and the node has no id yet. Everything lands
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# in the single commit below (L01).
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# The coordinate is read off the node after it is placed, not guessed here:
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# `tree.place_action` assigns the branch, and a retry inherits the branch of
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# the attempt it replaces.
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pending_state = {
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"review": review,
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"parsed": parsed,
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"raw_block": raw_block,
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"unparseable": parsed is None and bool(raw_block),
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}
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snapshot["narrative_state"] = {
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"accepted": review.accepted,
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"rejected": [r.as_dict() for r in review.rejected],
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"status": review.status,
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}
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snapshot["raw_output"] = raw_output
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# The cost the endpoint reports for the call, including how much of the
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# prompt came from cache rather than being billed in full. This is recorded
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# per attempt, next to the prompt it priced.
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snapshot["usage"] = provider.last_usage
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reasoning = "".join(reasoning_chunks).strip() or None
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ai_action = models.Action(
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adventure_id=adventure.id,
|
|
depth=ai_depth,
|
|
type="ai",
|
|
text=text,
|
|
reasoning=reasoning,
|
|
context_snapshot=snapshot,
|
|
world_delta=world_delta_of(snapshot),
|
|
)
|
|
if retry_of is not None:
|
|
attempts.add_attempt(db, adventure, retry_of, ai_action)
|
|
db.add(ai_action)
|
|
# The text at this coordinate changed, so anything derived from it no
|
|
# longer describes the story. Withdraw the memory attached to the node
|
|
# and return that stretch to both passes. Before SP4 this code was
|
|
# unreachable, because the summarizer held the newest action back until
|
|
# a turn landed on top of it. `memorybank.SETTLE_SLACK` keeps a memory
|
|
# off the tip again, for cost rather than for correctness, so this is
|
|
# now the rare case: undo or delete can carry a summarized node back to
|
|
# the tip, and then a retry of it lands here. See `memorybank`.
|
|
memorybank.forget_node(db, adventure, retry_of)
|
|
cursors.rewind_all(adventure, retry_of.branch_id, ai_depth - 1)
|
|
# Flush so the new attempt has an id. The session does not autoflush,
|
|
# and attempts page in id order, so a read taken before this point puts
|
|
# the newest attempt nowhere.
|
|
db.flush()
|
|
else:
|
|
tree.place_action(db, adventure, ai_action)
|
|
db.add(ai_action)
|
|
db.flush()
|
|
# The state lands after the node exists and before the one commit, so the
|
|
# narration, the head, the accepted events, the provenance and the snapshot
|
|
# are one transaction. L01 forbids any window in which a turn looks accepted
|
|
# while its state is half-written, and the cheapest guarantee is to have a
|
|
# single commit rather than two that could get out of step.
|
|
new_state, _proposal = narrative.store.record(
|
|
db, adventure,
|
|
review=pending_state["review"],
|
|
raw_block=pending_state["raw_block"],
|
|
parsed=pending_state["parsed"],
|
|
action=ai_action,
|
|
branch_id=ai_action.branch_id,
|
|
depth=ai_action.depth,
|
|
model_name=settings.model or "",
|
|
source="accepted_story",
|
|
)
|
|
if pending_state["unparseable"]:
|
|
_proposal.status = "unparseable"
|
|
before_state = narrative.store.current(adventure)
|
|
narrative.store.set_current(adventure, new_state)
|
|
ai_action.state_changes = {
|
|
"accepted": pending_state["review"].accepted,
|
|
"rejected": [r.as_dict() for r in pending_state["review"].rejected],
|
|
"summary": narrative.apply.diff(before_state, new_state),
|
|
}
|
|
attempts.snapshot_outcome(adventure, ai_action)
|
|
adventure.updated_at = models.utcnow()
|
|
db.commit()
|
|
db.refresh(ai_action)
|
|
yield _SAVED
|
|
yield sse({"type": "done", "action": action_json(ai_action, db)})
|
|
# Phase 6: schedule summarization and embedding without waiting for them.
|
|
# The task opens its own database session.
|
|
memorybank.schedule_post_turn(adventure)
|
|
|
|
|
|
|
|
async def run_player_turn(
|
|
adventure: models.Adventure,
|
|
db: Session,
|
|
payload: schemas.ActionCreate,
|
|
user: models.User,
|
|
preformatted: bool = False,
|
|
):
|
|
"""Plays a player's turn: their action, then the reply to it.
|
|
|
|
`preformatted` means the text already carries the `> You ...` conventions and
|
|
is written as-is. That applies when the player retakes a turn they already
|
|
played (SP9). The editor is seeded with the stored text, which is already
|
|
formatted, and a plain edit puts that same text in the box and writes it back
|
|
verbatim. Formatting it a second time produces `> You > You ...`.
|
|
"""
|
|
# An empty do, say, or story action behaves as a continue.
|
|
if payload.type != "continue" and payload.text.strip():
|
|
formatted = (
|
|
payload.text.strip() if preformatted
|
|
else format_player_input(payload.type, payload.text)
|
|
)
|
|
player_action = models.Action(
|
|
adventure_id=adventure.id,
|
|
depth=next_depth(adventure),
|
|
type=payload.type,
|
|
text=formatted,
|
|
)
|
|
# The state this node leaves behind. The AI turn after it starts here,
|
|
# and a retry of that turn rolls back to here.
|
|
attempts.snapshot_outcome(adventure, player_action)
|
|
tree.place_action(db, adventure, player_action)
|
|
db.add(player_action)
|
|
db.commit()
|
|
db.refresh(player_action)
|
|
# The new action was added through its foreign key, so the loaded
|
|
# `adventure.actions` collection is stale. Without this expire,
|
|
# `build_context` for the AI action does not see the player action
|
|
# that was just saved.
|
|
db.expire(adventure, ["actions"])
|
|
yield sse({"type": "player", "action": action_json(player_action, db)})
|
|
|
|
async for event in generate_turn(adventure, db, user):
|
|
yield event
|
|
|
|
|
|
@router.post("/{adventure_id}/actions")
|
|
def create_action(
|
|
adventure_id: int,
|
|
payload: schemas.ActionCreate,
|
|
request: Request,
|
|
db: Session = Depends(get_db),
|
|
user: models.User = CurrentUser,
|
|
adventure: models.Adventure = Depends(current_adventure),
|
|
):
|
|
limits.check_row_cap("actions", db, user, adventure=adventure)
|
|
acquire_turn_lock(adventure_id)
|
|
try:
|
|
_move_to_after(db, adventure, payload.after_id)
|
|
# The first write below a moved-back head is where a divergence happens
|
|
# (M3). Undo alone does not fork — the user may be reading, or about to
|
|
# Redo — so this is the moment the story states which continuation it
|
|
# means. The displaced future keeps its rows on the branch being left.
|
|
# A head already at the tip, which is every ordinary turn, forks nothing.
|
|
if head.fork_if_behind_head(db, adventure):
|
|
db.commit()
|
|
db.refresh(adventure)
|
|
except BaseException:
|
|
_active_turns.discard(adventure_id)
|
|
raise
|
|
return StreamingResponse(
|
|
with_turn_lock(adventure_id, run_player_turn(adventure, db, payload, user)),
|
|
media_type="text/event-stream",
|
|
headers=SSE_HEADERS,
|
|
)
|