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interactive-story/backend/app/tree.py
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Parth e7d75c3b05 Rewrite Python comments in Google developer documentation style (#12)
* Rewrite comments in Google developer documentation style

Rewrite the comments and docstrings across the backend core modules so they
read plainly. The previous prose was accurate but dense and figurative, which
made it slow to skim.

Applies the Google developer documentation style guide: short sentences, active
voice, present tense, American spelling, and no metaphors, idioms, or
rhetorical asides. Replaces em-dash chains with separate sentences.
2026-08-26 15:37:25 +05:30

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Python

"""Phase 14: writes nodes onto the story tree.
This module is the write half of the tree. It decides which branch a new node
goes on, what depth the node gets, and where the adventure's head points. All
three decisions live here because a mistake in any of them is silent. A node
written without a branch is invisible to every read, and nothing raises an
error.
The read half is `context/lineage.py`. It turns a branch into the set of nodes
that make up one story.
Until forking ships, each adventure has one branch and `depth` mirrors `index`,
so nothing here changes observable behavior yet. That is intentional. By the
time reads depend on these columns, every row already has them, including the
rows written between the two deploys that no migration visits.
SP2 added `place_new_nodes`, which runs on every flush. Wiring up individual
call sites worked while nothing read the columns. Now that reads filter on them,
relying on each writer to remember would also mean relying on every fixture,
script, and test. A missed call produces a story with missing turns, so the
flush enforces the rule instead.
"""
import copy
from sqlalchemy import func, insert, update
from sqlalchemy.orm import Session
from . import models
from .context import lineage
# Head depth of an adventure that has no actions. Using -1 keeps the rule "the
# next node goes at head_depth + 1" true without a special case. This matches
# `migrations.NO_DEPTH`.
NO_DEPTH = -1
def root_branch(db: Session, adventure: models.Adventure) -> models.Branch:
"""Returns the adventure's root branch, creating it on first use.
This function gets or creates the branch instead of creating it alongside
the adventure. The adventures that need a root branch are usually ones that
already exist: an imported bundle, a fixture built through the ORM, or a
database migrated before this code shipped.
"""
branch = (
db.query(models.Branch)
.filter(
models.Branch.adventure_id == adventure.id,
models.Branch.parent_branch_id.is_(None),
)
.order_by(models.Branch.id)
.first()
)
if branch is not None:
return branch
# Use a Core insert instead of the ORM. `place_new_nodes` can call this
# during a flush, and a nested ORM flush raises an error. Both paths share
# one transaction. The lineage refers to the branch's own id, so it needs a
# second statement, which runs once per adventure.
new_id = db.execute(
insert(models.Branch).values(
adventure_id=adventure.id,
parent_branch_id=None,
fork_depth=None,
lineage=[],
created_at=models.utcnow(),
)
).inserted_primary_key[0]
db.execute(
update(models.Branch)
.where(models.Branch.id == new_id)
.values(lineage=[[new_id, None]])
)
return db.get(models.Branch, new_id)
def head_branch(db: Session, adventure: models.Adventure) -> models.Branch:
"""Returns the branch that new nodes are played onto."""
if adventure.head_branch_id is not None:
branch = db.get(models.Branch, adventure.head_branch_id)
if branch is not None:
return branch
# The head points at a branch that no longer exists, which means a bug
# elsewhere. Fall back to the root instead of refusing to play,
# otherwise the adventure becomes unusable.
branch = root_branch(db, adventure)
adventure.head_branch_id = branch.id
return branch
def fork(db: Session, adventure: models.Adventure, node: models.Action) -> models.Branch:
"""Moves `node` onto a new branch so the story can continue from it.
`node` is a discarded attempt at a turn that the story has already moved
past. Making it live where it stands would orphan every turn played after
it, because those turns continue the attempt that won. Instead, `node` moves
to a new branch that forks from the depth just before it. The parent branch
keeps its story unchanged. The new branch inherits everything up to the fork
and owns this one node.
This function inserts one row and moves one row. It copies nothing, so a
fork costs one `branches` row plus the ancestry cached on it, regardless of
how long the story is.
Derived data stays on the parent, by design. A memory attaches to the node
its block ends on, and that node does not move. From the new branch, the
lineage caps the parent at `fork_depth`, so the memory sits one depth past
the border. Neither retrieval nor the cursors can see it, and the block is
summarized again from the text this branch contains.
The other attempts at this turn also stay on the parent, because they are
still takes on the parent's turn. If none of them is live, the oldest one
becomes live, so the parent keeps the line it was written on.
"""
parent = db.get(models.Branch, node.branch_id)
if parent is None or node.depth is None:
raise ValueError("cannot fork from a node that is not on a branch")
fork_depth = node.depth - 1
# Read the sibling attempts before moving the node. The session does not
# autoflush, so a later read still finds the node here and renumbers it back
# into the group it just left.
remaining = [
row for row in db.query(models.Action)
.filter(
models.Action.adventure_id == adventure.id,
models.Action.branch_id == parent.id,
models.Action.depth == node.depth,
)
.order_by(models.Action.variant_index, models.Action.id)
.all()
if row is not node
]
# The parent's ancestry, with every entry capped at the fork depth. Only the
# first entry can change in practice, because older entries are already
# capped at a shallower depth. Capping all of them states the invariant
# directly.
inherited = [
[branch_id, fork_depth if cap is None else min(cap, fork_depth)]
for branch_id, cap in lineage.entries_of(parent)
]
# Core insert with the lineage written second, for the reason given in
# `root_branch`. This code can run inside a flush, and the lineage refers to
# the new row's own id.
new_id = db.execute(
insert(models.Branch).values(
adventure_id=adventure.id,
parent_branch_id=parent.id,
fork_depth=fork_depth,
lineage=[],
created_at=models.utcnow(),
)
).inserted_primary_key[0]
db.execute(
update(models.Branch)
.where(models.Branch.id == new_id)
.values(lineage=[[new_id, None]] + inherited)
)
depth = node.depth
node.branch_id = new_id
node.live = True
node.variant_index = 0
node.variant_count = 0
if remaining and not any(row.live for row in remaining):
remaining[0].live = True
for i, row in enumerate(remaining):
row.variant_index = i
row.variant_count = len(remaining) if len(remaining) > 1 else 0
adventure.head_branch_id = new_id
adventure.head_depth = depth
return db.get(models.Branch, new_id)
def branch_at(
db: Session, adventure: models.Adventure, fork_depth: int
) -> models.Branch:
"""Creates an empty branch that leaves the current path at `fork_depth`.
`fork` moves an existing node onto its own branch. This function creates the
same kind of branch with no nodes on it yet, for the case where the take
that will live there does not exist. A player asking for another take of a
turn the story has moved past reaches this path (SP9).
The head lands at `fork_depth`, so the next node written becomes the new
take. That node gets the same depth as the original and the same parent,
which `place_action` derives from the path.
This function does not modify the branch being left. That branch keeps its
node at that depth, the node stays live, and every turn played after it
stays in place.
"""
parent = head_branch(db, adventure)
inherited = [
[branch_id, fork_depth if cap is None else min(cap, fork_depth)]
for branch_id, cap in lineage.entries_of(parent)
]
# Core insert with the lineage written second, for the reason given in
# `root_branch`. This code can run inside a flush, and the lineage refers to
# the new row's own id.
new_id = db.execute(
insert(models.Branch).values(
adventure_id=adventure.id,
parent_branch_id=parent.id,
fork_depth=fork_depth,
lineage=[],
created_at=models.utcnow(),
)
).inserted_primary_key[0]
db.execute(
update(models.Branch)
.where(models.Branch.id == new_id)
.values(lineage=[[new_id, None]] + inherited)
)
adventure.head_branch_id = new_id
adventure.head_depth = fork_depth
return db.get(models.Branch, new_id)
def place_action(
db: Session,
adventure: models.Adventure,
action: models.Action,
branch: models.Branch | None = None,
parent: models.Action | None = None,
) -> models.Branch:
"""Puts `action` on the head branch and moves the head to it.
`depth` follows `index` while both columns exist. The two must agree,
because a read that orders by depth and a cursor that counts in index space
describe the same story, and SP2 swaps one for the other in a single step.
Pass `branch` when you have already resolved the head and are placing
several nodes at once. See `place_new_nodes` for why that is worth doing.
`parent` is the take that this node was played after (SP9), and it is what
groups the takes of one turn. If you omit it, this function derives it from
the path, which is the correct default: a node written now follows the story
the player is reading now. If you place several nodes in one flush, chain
`parent` explicitly, because the database has not seen any of them yet.
"""
branch = branch or head_branch(db, adventure)
action.branch_id = branch.id
if action.depth is None:
action.depth = action.index
if parent is not None:
action.parent_id = parent.id
elif action.parent_id is None and action.depth:
action.parent_id = _preceding_id(db, adventure, branch, action.depth)
adventure.head_branch_id = branch.id
if action.depth is not None and action.depth > adventure.head_depth:
adventure.head_depth = action.depth
return branch
def _preceding_id(
db: Session, adventure: models.Adventure, branch: models.Branch, depth: int
) -> int | None:
"""Returns the id of the live node one step back along `branch`'s path.
The query searches the whole lineage instead of `branch` alone, because a
branch inherits the story before its fork point. The node in front of a
forked branch's first turn lives on an ancestor, and that node is the parent
a pager needs in order to find siblings.
"""
path = lineage.Path(lineage.entries_of(branch))
return (
db.query(models.Action.id)
.filter(
models.Action.adventure_id == adventure.id,
models.Action.depth == depth - 1,
models.Action.live.is_(True),
path.clause(),
)
.order_by(models.Action.id)
.limit(1)
.scalar()
)
def place_memory(
db: Session,
adventure: models.Adventure,
memory: models.Memory,
branch: models.Branch | None = None,
) -> models.Branch:
"""Attaches a memory to the node it belongs to.
`source_end` is the index of the last action the memory summarizes, which is
that node's depth. A hand-written memory summarizes no actions, so it uses
the head instead. That records the story the author was reading at the time.
Giving every memory a coordinate is what makes its scope unambiguous (SP7).
Before SP7, hand-written memories had a NULL depth and belonged to the
adventure rather than to a path. A fork cannot cap a NULL, so those memories
followed the reader onto branches whose story they did not describe. Now the
question "is this memory part of the story I am reading?" has one answer for
every row in the bank, and it is the same answer the lineage gives for
nodes.
"""
branch = branch or head_branch(db, adventure)
memory.branch_id = branch.id
if memory.depth is None:
memory.depth = (
memory.source_end if memory.source_end is not None
else adventure.head_depth
)
return branch
def attach_memory(memory: models.Memory, node: models.Action) -> None:
"""Attaches a memory to the node it was derived from.
This follows the general rule for derived data, and the memory bank is the
first case of it. Anything derived from the story attaches to the node that
produced it, and is then visible from exactly the paths that contain that
node. A fork inherits its ancestors' memories because it inherits their
nodes, so nothing is copied. A memory made on a sibling branch is not
visible, because that node is not on this path.
This function differs from `place_memory` because it takes the branch from
`node`, which is not always the head. A block of story can end before the
fork that created the current branch, and the memory belongs where that
block is.
"""
memory.branch_id = node.branch_id
memory.depth = node.depth
def stamp_outcome(adventure: models.Adventure, action: models.Action) -> None:
"""Records the state a node left behind, if the writer did not record it.
This is the fallback under `attempts.snapshot_outcome`, and it exists for
the same reason `place_action` has one. Since SP4, undo and retry cannot
roll back past a node that has no outcome, and the failure is silent: the
script state and world state stay where they were. The turn engine records
the outcome itself, so this function skips those rows. It catches fixtures,
scripts, and imports that write a story directly through the ORM.
The values written are the state as of the flush. That is correct, because a
writer that changes no state between two nodes leaves the same state behind
both of them.
"""
if action.state_after is None:
state = adventure.script_state if isinstance(adventure.script_state, dict) else {}
action.state_after = copy.deepcopy(state)
if action.world_state_after is None:
world = adventure.world_state if isinstance(adventure.world_state, dict) else {}
action.world_state_after = copy.deepcopy(world)
def place_new_nodes(session: Session) -> None:
"""Places every unplaced node that is about to be inserted.
This runs on every flush. Call sites still call `place_action` and
`place_memory` directly, and they should. Placing a node at the call site
happens before the surrounding code reads the row back, and the explicit
call makes that ordering visible. This function is the fallback under those
calls, so a fixture, script, test, or a call site added later still gets a
branch without knowing the tree exists.
Nodes whose adventure has not been inserted yet are skipped, because there
is no id to attach a branch to. This case does not arise in practice, since
an Action needs `adventure_id` before it can be written at all.
The head is resolved once per adventure per flush and cached in `heads`.
This saves more than a dictionary lookup. The identity map holds weak
references, so a branch row that nothing else refers to is collected between
two nodes and read from the database again for the next one. Resolving the
head per node turned a fixture that wrote 200 actions in one flush into 200
separate queries.
"""
heads: dict[int, models.Branch] = {}
for obj in list(session.new):
if isinstance(obj, models.Action):
place = place_action
elif isinstance(obj, models.Memory):
place = place_memory
else:
continue
if obj.adventure_id is None:
continue
adventure = session.get(models.Adventure, obj.adventure_id)
if adventure is None:
continue
if isinstance(obj, models.Action):
stamp_outcome(adventure, obj)
if obj.branch_id is not None:
continue # already placed at its call site
head = heads.get(adventure.id)
if head is None:
head = heads[adventure.id] = head_branch(session, adventure)
place(session, adventure, obj, head)
def refresh_head(db: Session, adventure: models.Adventure) -> None:
"""Recomputes the head depth after nodes are removed by undo or delete.
A branch with no nodes of its own sits at its fork point, because that is
the last node its story contains. The node is inherited from the parent, but
it is still the tip. A root branch with no nodes has no story at all.
"""
branch = head_branch(db, adventure)
tip = (
db.query(func.max(models.Action.depth))
.filter(models.Action.branch_id == branch.id)
.scalar()
)
if tip is None:
tip = branch.fork_depth if branch.fork_depth is not None else NO_DEPTH
adventure.head_depth = tip