`backend/app/routers/adventures.py` held 2353 lines and 35 endpoints. It is now a package of 14 modules, the largest 443 lines. The split moves text rather than rewriting it. An AST comparison against the old file confirms all 86 definitions are identical, and the OpenAPI schema still lists the same 35 operations. Names a test replaces now live in `turns.py` only, and other modules reach them as `turns.<name>`. Rebinding a re-exported alias changes the alias and leaves every caller reading the original, so the package root does not re-export them. A patch aimed at the old target raises `AttributeError` instead of passing while doing nothing. Tests and the fixtures in `backend/tools/` say `adventures.turns.<name>`. The same rule keeps the turn lock working. One module owns `_active_turns`, so one lock guards one set. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_014Dix4oGV3njgWRdu7P9t6r
341 lines
15 KiB
Python
341 lines
15 KiB
Python
"""Listing, creating, reading, renaming, and deleting adventures.
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The world-state and script-state readers are here too, because they report an
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adventure's stored state rather than play a turn.
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"""
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from fastapi import Body, Depends, HTTPException
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from sqlalchemy import func
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from sqlalchemy.orm import Session
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from sqlalchemy.orm.attributes import set_committed_value
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from ... import analytics, attempts, images, limits, memorybank, models, schemas, tree, worldstate
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from ...database import get_db
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from .deps import CurrentUser, get_adventure_or_404, router
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from .paging import action_window, annotate_takes
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from .scenario_text import fill_placeholders, scenario_card_specs
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# How many characters of the last narration a Continue card shows. The limit is
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# long enough to re-establish the scene and short enough to keep the card
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# small.
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SNIPPET_MAX = 220
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def _snippet(text: str) -> str:
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"""Condenses stored action text into a single line for a card."""
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# `turns._generate_turn` strips the world-state block before storing AI text,
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# so this function only has to normalize whitespace.
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collapsed = " ".join((text or "").split())
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if len(collapsed) <= SNIPPET_MAX:
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return collapsed
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# Cut at a word boundary rather than mid-word. CSS adds the ellipsis.
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cut = collapsed[:SNIPPET_MAX].rsplit(" ", 1)[0]
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return f"{cut}…"
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# Action types that read as narration. `start` is the scenario's opening prompt,
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# which is the only text a newly created adventure has. Without `start`, a new
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# story's card would show no text at all. `do` and `say` are excluded because
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# the card quotes the story's voice rather than the player's.
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NARRATION_TYPES = ("ai", "story", "start")
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def _latest_narration(db: Session, head_branches: dict[int, int | None]) -> dict[int, str]:
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"""Maps each adventure id to the text of its most recent narrated action.
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This runs one window-function query rather than one lookup per adventure, so
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the list endpoint makes a fixed number of round trips.
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The query is scoped by head branch rather than by the full lineage, and this
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is the only place in the codebase that does so. A lineage clause per
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adventure would add a hundred OR terms to the index screen's query to select
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one row each. The two scopes differ only for a branch with no nodes of its
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own, and playing a turn onto a branch is what creates it, so that state does
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not occur. An adventure with no branch has no story to quote.
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"""
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branch_ids = [b for b in head_branches.values() if b is not None]
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if not branch_ids:
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return {}
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ranked = (
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db.query(
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models.Action.adventure_id.label("adventure_id"),
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models.Action.text.label("text"),
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func.row_number()
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.over(
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partition_by=models.Action.adventure_id,
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order_by=(models.Action.depth.desc(), models.Action.id.desc()),
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)
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.label("rank"),
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)
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.filter(
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models.Action.adventure_id.in_(list(head_branches)),
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models.Action.branch_id.in_(branch_ids),
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models.Action.type.in_(NARRATION_TYPES),
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# Sibling attempts share a depth, and the newest has the highest
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# id. Without this filter the snippet quotes the attempt written
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# last rather than the one the story tells. After you switch back to
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# an earlier attempt, the index screen would quote the discarded one
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# and disagree with the story on screen.
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models.Action.live.is_(True),
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)
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.subquery()
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)
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rows = db.query(ranked.c.adventure_id, ranked.c.text).filter(ranked.c.rank == 1).all()
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return {adventure_id: text for adventure_id, text in rows}
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@router.get("", response_model=list[schemas.AdventureListItem])
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def list_adventures(db: Session = Depends(get_db), user: models.User = CurrentUser):
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# Select named columns rather than the whole Adventure entity. The entity is
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# sixteen columns wide and includes `script_state`, `world_state`,
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# `placeholders`, `story_summary`, `memory`, `authors_note`, and
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# `ai_instructions`. That is about 15 kB per row in production, fetched once
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# per adventure on every index load, and this screen uses none of it. Naming
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# the columns also means a wide column added to Adventure later has to opt
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# in to being listed here.
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rows = (
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db.query(
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models.Adventure.id,
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models.Adventure.scenario_id,
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models.Adventure.title,
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models.Adventure.updated_at,
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models.Adventure.head_branch_id,
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func.count(models.Action.id),
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models.Scenario.title,
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models.Scenario.image,
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models.Scenario.icon,
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models.Scenario.updated_at,
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)
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.outerjoin(models.Action)
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.outerjoin(models.Scenario, models.Adventure.scenario_id == models.Scenario.id)
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.filter(models.Adventure.user_id == user.id)
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# Group by both primary keys. Postgres requires every selected column
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# to be grouped or aggregated. The Adventure columns are covered by its
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# own grouped primary key, but the Scenario columns come from a joined
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# table and have to be listed as well. SQLite accepts the shorter form,
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# and Postgres rejects it.
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.group_by(
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models.Adventure.id,
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models.Scenario.id,
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models.Scenario.title,
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models.Scenario.image,
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models.Scenario.icon,
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models.Scenario.updated_at,
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)
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.order_by(models.Adventure.updated_at.desc())
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.all()
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)
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narration = _latest_narration(db, {row[0]: row[4] for row in rows})
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return [
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schemas.AdventureListItem(
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id=adv_id,
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scenario_id=scenario_id,
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scenario_title=scenario_title,
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title=title,
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updated_at=updated_at,
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action_count=count,
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snippet=_snippet(narration.get(adv_id, "")),
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# The art belongs to the scenario, so the cache-busting stamp uses
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# the scenario's `updated_at`, not the adventure's.
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image_url=images.public_url(scenario_id, image or "", scenario_updated),
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icon=icon or "",
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)
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# `count` counts every action in the adventure, not only the ones on
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# the path. With one branch the two numbers are equal. After forking
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# ships, the index screen overstates a story that has sibling branches.
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# The fix belongs to SP5, which is where a fork can first exist.
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for (adv_id, scenario_id, title, updated_at, _head_branch_id, count,
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scenario_title, image, icon, scenario_updated) in rows
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]
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@router.post("", response_model=schemas.AdventureOut, status_code=201)
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def create_adventure(
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payload: schemas.AdventureCreate,
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db: Session = Depends(get_db),
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user: models.User = CurrentUser,
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):
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limits.check_row_cap("adventures", db, user)
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scenario = None
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if payload.scenario_id is not None:
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scenario = db.get(models.Scenario, payload.scenario_id)
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# A scenario is playable if the user owns it or if it is public.
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if scenario is None or (scenario.user_id != user.id and not scenario.is_public):
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raise HTTPException(404, "Scenario not found")
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values = payload.placeholders
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adventure = models.Adventure(
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user_id=user.id,
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scenario_id=scenario.id if scenario else None,
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title=payload.title or (scenario.title if scenario else "Untitled Adventure"),
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memory=fill_placeholders(scenario.memory, values) if scenario else "",
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authors_note=fill_placeholders(scenario.authors_note, values) if scenario else "",
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ai_instructions=fill_placeholders(scenario.ai_instructions, values) if scenario else "",
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# Phase 12: seed the live RPG state from the scenario's template.
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world_state=worldstate.instantiate(scenario.stat_schema) if scenario else {},
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# Stored so that a later "Update from scenario" fills the copied text
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# with the same answers instead of inserting literal `${...}` tokens.
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placeholders=dict(values),
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)
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db.add(adventure)
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db.flush()
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# Give every adventure a story tree as soon as it exists, before anything
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# is played onto it. Otherwise the tree code has to tolerate a NULL head
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# everywhere, which buys nothing.
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tree.head_branch(db, adventure)
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if scenario:
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for ref, spec in scenario_card_specs(scenario, values).items():
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db.add(models.StoryCard(adventure_id=adventure.id, source_ref=ref, **spec))
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for position, script in enumerate(scenario.scripts):
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db.add(
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models.AdventureScript(
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adventure_id=adventure.id,
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source_script_id=script.id,
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position=position,
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name=script.name,
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description=script.description,
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library_js=script.library_js,
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input_js=script.input_js,
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context_js=script.context_js,
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output_js=script.output_js,
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)
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)
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if scenario.prompt.strip():
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opening = models.Action(
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adventure_id=adventure.id,
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index=0,
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type="start",
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text=fill_placeholders(scenario.prompt, values),
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)
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# Record the starting state on the opening node, so undoing or
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# retrying the first turn has a state to roll back to.
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attempts.snapshot_outcome(adventure, opening)
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tree.place_action(db, adventure, opening)
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db.add(opening)
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db.commit()
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db.refresh(adventure)
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analytics.record_event(analytics.EV_ADVENTURE, user)
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# Track which shared scenarios players pick. This is the only content this
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# module records, and it records only public scenarios. A player's own
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# scenario titles stay private.
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if scenario is not None and scenario.is_public:
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analytics.record(analytics.M_SCENARIO, scenario.title)
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return adventure
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@router.get("/{adventure_id}", response_model=schemas.AdventureOut)
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def get_adventure(
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adventure_id: int, db: Session = Depends(get_db), user: models.User = CurrentUser
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):
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"""Returns the adventure and the newest window of its story.
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`actions` holds the last `ACTION_PAGE` actions, not all of them.
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`action_count` reports the real total, so the reader knows that more actions
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exist above. `GET /{id}/actions` serves the older pages as the reader
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scrolls up.
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"""
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adventure = get_adventure_or_404(adventure_id, db, user)
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actions, total, _ = action_window(db, adventure)
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# Annotate before handing over the window. This path serializes through the
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# relationship rather than building `ActionOut` itself, so the pager numbers
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# have to be on the rows before Pydantic reads them.
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annotate_takes(db, adventure.id, actions)
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# Attach the window as if the relationship had loaded it.
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# `set_committed_value` is the only safe way to do this. Assigning
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# `adventure.actions = [...]` marks the collection dirty, and the
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# relationship cascades delete-orphan, so the next flush deletes every
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# action outside the window. `set_committed_value` records the rows as the
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# already-loaded, unmodified value, so serialization triggers no lazy load
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# and leaves nothing pending.
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set_committed_value(adventure, "actions", actions)
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out = schemas.AdventureOut.model_validate(adventure)
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out.action_count = total
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return out
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@router.get("/{adventure_id}/script-state")
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def get_script_state(
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adventure_id: int, db: Session = Depends(get_db), user: models.User = CurrentUser
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):
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"""Returns the scripting `state` object.
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The object holds every variable that scripts read and write through
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`state.x`, persisted after each hook. It stays `{}` until a script sets a
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variable.
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"""
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adventure = get_adventure_or_404(adventure_id, db, user)
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state = adventure.script_state if isinstance(adventure.script_state, dict) else {}
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return {"state": state}
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@router.get("/{adventure_id}/world-state")
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def get_world_state(
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adventure_id: int, db: Session = Depends(get_db), user: models.User = CurrentUser
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):
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"""Returns the live RPG world state and the scenario's `stat_schema`.
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The play view uses both to render the character sheet and the milestones.
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`schema` is null when the adventure has no RPG layer.
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"""
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adventure = get_adventure_or_404(adventure_id, db, user)
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schema = adventure.scenario.stat_schema if adventure.scenario else None
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state = adventure.world_state if isinstance(adventure.world_state, dict) else {}
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return {
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"state": state,
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"schema": schema if worldstate.has_schema(schema) else None,
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}
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@router.put("/{adventure_id}/world-state")
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def override_world_state(
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adventure_id: int,
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overrides: dict = Body(...),
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db: Session = Depends(get_db),
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user: models.User = CurrentUser,
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):
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"""Edits the live RPG values directly, as a manual correction rather than a turn.
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`overrides` maps paths such as `player.hp`, `npc.gwen.trust`, `flags.x`, and
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`milestones.y` to their new absolute values. The endpoint rejects unknown
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paths and wrong types one at a time, and applies the rest.
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"""
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adventure = get_adventure_or_404(adventure_id, db, user)
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schema = adventure.scenario.stat_schema if adventure.scenario else None
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if not worldstate.has_schema(schema):
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raise HTTPException(400, "This adventure has no RPG world-state layer")
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state = adventure.world_state if isinstance(adventure.world_state, dict) else {}
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new_state, report = worldstate.apply_override(state, schema, overrides)
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adventure.world_state = new_state
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db.commit()
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return {"state": new_state, "report": report}
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@router.patch("/{adventure_id}", response_model=schemas.AdventureOut)
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def update_adventure(
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adventure_id: int,
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payload: schemas.AdventureUpdate,
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db: Session = Depends(get_db),
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user: models.User = CurrentUser,
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):
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adventure = get_adventure_or_404(adventure_id, db, user)
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for field, value in payload.model_dump(exclude_unset=True).items():
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setattr(adventure, field, value)
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db.commit()
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return adventure
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@router.delete("/{adventure_id}", status_code=204)
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def delete_adventure(
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adventure_id: int, db: Session = Depends(get_db), user: models.User = CurrentUser
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):
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adventure = get_adventure_or_404(adventure_id, db, user)
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db.delete(adventure)
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db.commit()
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# No later request reads this adventure's vectors, so drop them now. The
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# cache would otherwise hold them until the process restarted.
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memorybank.forget_cached_vectors(adventure_id)
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