SP7 needs three branch operations and SP5 built one. Switching exists; naming and deleting had no column and no route between them. A name is stored because a player chose it. An unnamed branch keeps NULL rather than a generated "branch 4" — a generated label is derived, and it would go stale the moment a branch before it is deleted and the ordinals shift underneath. The client draws those from the fork depth, which nothing can shift. The v2 bundle carries the name for the same reason it carries the fork points and leaves `lineage` out: it is a decision, not something computed from one. Delete is what stands between a tree and unbounded growth, since nothing prunes one on its own. It refuses two branches: the root, which holds the turns every other branch borrows, and the one being read — including any branch the head was forked from, which is the same mistake in disguise and the one that would cascade the head away and leave head_branch_id pointing at nothing. The nodes, memories and descendants go through the foreign keys that already cascade. A cursor standing on a deleted branch is cleared. On Postgres a stale branch id would simply never resolve; SQLite hands the freed id to the next fork, and then the anchor resolves onto a branch it has never seen and calls a stretch of story already summarized. 396 tests, 15 new. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_015H5qiyiR7gtFQaoDphHZ3g
169 lines
7.1 KiB
Python
169 lines
7.1 KiB
Python
"""Phase 14 — how far along a story the derived work has got.
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Two things are built from the story and stored beside it: the memories, and the
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Story Summary. Both need to know where they left off, and that mark used to be
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a *count* — "the first 12 story actions are covered". A count is a position in
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a list, and this list moves: delete an action from in front of the mark and
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every later action slides down a slot, so the mark now covers one it has never
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seen. Every rule in `memorybank` about sliding cursors, rewinding them and
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translating between positions and `Action.index` existed to patch that up, and
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each was a separate chance to get it wrong in a way nothing reports.
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A cursor here is an **anchor**: `(branch_id, depth)`, the node up to and
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including which the work is done. Deleting an action does not move it, because
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a depth is not a position — it is a coordinate along a path. "What is not
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covered yet" becomes `history.count_after(anchor)`, which is a question about
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the story rather than about a list index, and it answers correctly whatever has
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been deleted from in front of it.
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The branch half is what makes it survive forking. A depth alone is ambiguous
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once two branches have a node 41; the anchor says which one, and
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`Path.depth_on` reads it back as a depth on whatever story is being played —
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capped at the fork, or "nothing covered" if the anchor sits on ground this path
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never travelled. Until forking ships there is one branch and that is always a
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no-op, which is the point: the coordinate system is right before anything needs
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it to be.
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`NO_DEPTH` (-1) is "nothing covered", so a fresh adventure needs no special
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case: every node is deeper than -1.
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"""
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from sqlalchemy.orm import Session
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from .. import models
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from . import history, lineage
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NO_DEPTH = lineage.NO_DEPTH
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class Cursor:
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"""One anchor on the adventure row: the memory bank's, or the summary's.
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A pair of columns rather than a foreign key to the node. The node can be
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deleted — that is most of what undo does — and the boundary is still
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meaningful afterwards, so a pointer that has to resolve would be a pointer
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that keeps not resolving.
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"""
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def __init__(self, name: str):
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self.name = name
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self.branch_field = f"{name}_cursor_branch_id"
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self.depth_field = f"{name}_cursor_depth"
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# ------------------------------------------------------------- reading
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def stored(self, adventure: models.Adventure) -> tuple[int | None, int]:
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"""The anchor exactly as written, unread by any path."""
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depth = getattr(adventure, self.depth_field)
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return getattr(adventure, self.branch_field), (
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NO_DEPTH if depth is None else depth
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)
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def depth(self, db: Session, adventure: models.Adventure) -> int:
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"""The anchor as a depth on the story currently being played."""
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branch_id, depth = self.stored(adventure)
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return lineage.path_of(db, adventure).depth_on(branch_id, depth)
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# ------------------------------------------------------------- writing
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def anchor(
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self, adventure: models.Adventure, branch_id: int | None, depth: int
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) -> None:
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"""Put the anchor at a coordinate given outright.
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The plain setter under `anchor_at`. Only an import has a coordinate
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without a node to read it off — a v2 bundle carries the anchor itself
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(`app/bundle.py`), and the node it named lives in another database.
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"""
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setattr(adventure, self.branch_field, branch_id)
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setattr(adventure, self.depth_field, max(depth, NO_DEPTH))
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def anchor_at(self, adventure: models.Adventure, node: models.Action) -> None:
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"""Mark the work done up to and including `node`.
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Takes the node's own branch, not the adventure's head: a block of six
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actions can end before the fork this branch was made at, and the
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coverage belongs where the ground is.
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"""
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self.anchor(adventure, node.branch_id, lineage.NO_DEPTH
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if node.depth is None else node.depth)
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def clear(self, adventure: models.Adventure) -> None:
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"""Forget the anchor entirely: nothing is covered.
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For when the ground the anchor stood on is gone — a deleted branch. On
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Postgres a stale branch id would simply never resolve, but SQLite hands
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a freed id to the next fork, and an anchor that resolves onto a branch
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it has never seen would report a stretch of story as already
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summarized. Clearing costs a re-summarize, which is the safe direction.
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"""
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self.anchor(adventure, None, NO_DEPTH)
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def rewind_to(
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self, adventure: models.Adventure, branch_id: int | None, depth: int
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) -> None:
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"""Move the anchor back to `depth` if it is past it; never forward.
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The one direction that is safe without knowing what else has happened:
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re-covering ground costs a summarizer call, skipping it loses a stretch
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of story out of the memories for good.
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"""
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_, current = self.stored(adventure)
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if current <= depth:
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return
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setattr(adventure, self.branch_field, branch_id)
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setattr(adventure, self.depth_field, max(depth, NO_DEPTH))
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MEMORY = Cursor("memory")
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SUMMARY = Cursor("summary")
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ALL = (MEMORY, SUMMARY)
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def rewind_all(
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adventure: models.Adventure, branch_id: int | None, depth: int
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) -> None:
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"""Hand a stretch of story back to *both* passes.
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They move together because they cover the same ground from different sides:
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the summary folds in the memories, so a memory withdrawn without rewinding
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the summary leaves the summary claiming to have read something no longer
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there.
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"""
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for cursor in ALL:
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cursor.rewind_to(adventure, branch_id, depth)
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def anchor_at_position(
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adventure: models.Adventure, cursor: Cursor, position: int
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) -> None:
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"""Set `cursor` from a count of covered story actions — a v1 bundle's mark,
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or a database written before the anchors existed.
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The position-th story action in depth order is the node that says the same
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thing, and goes on saying it once something in front of it is deleted. A
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position past the end of the story is not a bad value: an adventure caught
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up under the older rule can carry one, and it means the same thing the tip
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does, so that is where it lands.
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The SQL half of this rule is `migrations._backfill_cursor_anchors`, which
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has to do it for every adventure at once without loading any of them; the
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two must agree.
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"""
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if position <= 0:
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return
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covered = history.slice_(adventure, position - 1, 1) or history.tail(adventure, 1)
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if covered:
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cursor.anchor_at(adventure, covered[0])
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def position_of(adventure: models.Adventure, depth: int) -> int:
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"""How many story actions lie at or before `depth` — an anchor read back as
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a count.
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The v1 export bundle stores the cursors as positions, and a v1 bundle is
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read by builds that have never heard of a depth. This is the one place that
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still speaks that coordinate system, and SP6's v2 format retires it.
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"""
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return max(history.count(adventure) - history.count_after(adventure, depth), 0)
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