Closes M4. The review's three findings are fixed, the durability rule the specification always implied is now enforced, and M3's and M4's browser behaviour has been verified in a real browser for the first time. B-1 -- the Save Point list was an N+1 that loaded whole Action rows, narration included, to answer "does a row exist here". It is now one bulk two-column coordinate query plus one lineage: 53 SELECTs for 25 Save Points became 5, and the count no longer grows with the list. The clause is an OR of exact (branch, depth) pairs rather than two IN lists, because the cross product would report a Save Point resolved on the strength of another one's depth existing on this one's branch. A test builds exactly that trap. B-2 -- reclassified during closeout from "missing warning" to a behaviour defect, and fixed as one. STORY-BRANCH-SEMANTICS §19 says a named checkpoint remains until explicitly deleted, and §28 already required future cleanup to retain checkpoint-referenced paths; a cascade that silently removed Save Points with a branch violated both, and a warning would only have documented the violation. A branch a Save Point names can no longer be deleted. The request is refused with the offending Save Points named, the user deletes them explicitly -- which deletes no story -- and the branch then goes. The scope is the subtree, because deleting a branch takes its descendants. Both delete controls disable and explain. Recorded as a new §19.1; models.py, TECHNICAL-DESIGN §8.8 and DATA-MODEL §8 had all recorded the cascade as the rule and now record the refusal. An earlier pass in this same closeout had kept the cascade and added a warning. That was the wrong fix and its tests were replaced rather than left standing, since they pinned the defect. B-3 -- the D11/L03 automation never left one process, so it could not distinguish durable state from a live Python object. It now spawns real server processes, kills the first, and reads the campaign back with the second. C-5 -- creating a Save Point takes the campaign's turn lock. "Save where I am" has to name one committed position, and the head is what a turn in flight is about to move. Rename and Delete deliberately do not take it. The architecture is untouched: a Save Point is still name + note + (branch, depth), and restore is still coordinate -> head.move_to_node -> head.move_to -> attempts.restore_state. No second restore path, no state copied into a checkpoint, no fork on restore. Browser verification -- the first in this project, and it covers both milestones. Firefox 154.0.1 through geckodriver over the W3C WebDriver protocol, driving the rendered DOM: 47/47 checks, twice, on independent databases, no console errors. M3's Undo/Redo enable states, transcript movement, Retry and the take pager, divergence retiring Redo; M4's whole Save Point lifecycle, both confirmations, and the new branch-delete refusal including its recovery. No dependency was added: the WebDriver client is stdlib HTTP. No application defect was found by the browser. Four failures occurred, all in the harness -- a wrong SPA route, a wait comparing transcript length when the empty-story placeholder is longer than the first turn, a fixture deleting the branch it was reading, and a reload assertion that sampled once instead of waiting. The last was checked against the app before being called a harness bug. Tests: 698 backend pass (was 680), 60 M4, 94 M3 history, 66 export/ migrations, 93 security/local-only. Frontend lint and build clean, Docker build clean, loopback binding unchanged. No assertion weakened, no skip added. Planning: STORY-BRANCH-SEMANTICS §19.1 is the only behavioural change and it strengthens §19. V1-ACCEPTANCE-TESTS records D11-D14, I04, L03 and the E-series, keeping automated, live-runtime and browser evidence distinct, and weakens no pass condition. DATA-MODEL records the coordinate with the retry measurement that settles it. BROWSER-UX-SPEC rules for Moment over Turn. BUILD-MILESTONES marks M4 COMPLETE, closes M3's browser condition, and lists what M5 inherits. VERSION adds v2.6. No new ADR: ADR 005 already decides that history is preserved rather than overwritten, and §19.1 is that decision applied to checkpoint-referenced history. M4 is closed. M5 may now be briefed; it has not been started. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
520 lines
18 KiB
Python
520 lines
18 KiB
Python
from datetime import datetime
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from typing import Annotated, Literal
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from pydantic import BaseModel, ConfigDict, Field, computed_field
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from . import images
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# Length caps (Phase 9). The VARCHAR caps are a correctness requirement rather
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# than only an abuse limit. Postgres enforces column lengths and SQLite never
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# did, so a longer value has to be a 422 here rather than a 500 at INSERT. The
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# text-column caps are generous abuse ceilings that a legitimate player does not
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# reach.
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NAME_MAX = 200 # Titles and names. VARCHAR(200).
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TAGS_MAX = 500 # VARCHAR(500).
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CARD_TYPE_MAX = 100 # VARCHAR(100).
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PROSE_MAX = 50_000 # Memory, author's note, prompts, entries, and notes.
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ACTION_MAX = 20_000 # One player action.
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MEMORY_TEXT_MAX = 5_000
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# A scenario cover image, stored inline as a base64 data URI. A 400x300 WebP at
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# the quality the editor encodes runs about 20 to 40 kB. A cap of 400 kB leaves
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# room for a client that downscales less aggressively, and it stops anyone from
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# storing a multi-megabyte PNG in a row that every list request reads.
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IMAGE_MAX = 400_000
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ICON_MAX = 16 # One emoji or glyph. VARCHAR(16).
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BRANCH_NAME_MAX = 80 # What a player called one line of the story. VARCHAR(80).
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PERSONA_NAME_MAX = 80 # The protagonist's name. VARCHAR(80).
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PERSONA_PRONOUNS_MAX = 40 # "they/them" and the like. VARCHAR(40).
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# M4: what a player called a Save Point. VARCHAR(120). Wider than a branch name
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# because these are sentences rather than labels — "Before entering the abbey"
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# is the example the specification uses throughout.
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CHECKPOINT_NAME_MAX = 120
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Name = Annotated[str, Field(max_length=NAME_MAX)]
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Tags = Annotated[str, Field(max_length=TAGS_MAX)]
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CardType = Annotated[str, Field(max_length=CARD_TYPE_MAX)]
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Prose = Annotated[str, Field(max_length=PROSE_MAX)]
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ActionText = Annotated[str, Field(max_length=ACTION_MAX)]
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Image = Annotated[str, Field(max_length=IMAGE_MAX)]
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Icon = Annotated[str, Field(max_length=ICON_MAX)]
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PersonaName = Annotated[str, Field(max_length=PERSONA_NAME_MAX)]
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PersonaPronouns = Annotated[str, Field(max_length=PERSONA_PRONOUNS_MAX)]
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CheckpointName = Annotated[str, Field(max_length=CHECKPOINT_NAME_MAX)]
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class ORMModel(BaseModel):
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model_config = ConfigDict(from_attributes=True)
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# ---------- Story cards ----------
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class StoryCardBase(BaseModel):
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type: CardType = ""
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name: Name = ""
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keys: Prose = ""
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entry: Prose = ""
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notes: Prose = ""
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class StoryCardCreate(StoryCardBase):
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scenario_id: int | None = None
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adventure_id: int | None = None
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class StoryCardUpdate(BaseModel):
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type: CardType | None = None
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name: Name | None = None
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keys: Prose | None = None
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entry: Prose | None = None
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notes: Prose | None = None
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class StoryCardOut(ORMModel, StoryCardBase):
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id: int
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scenario_id: int | None
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adventure_id: int | None
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# ---------- Scenarios ----------
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class ScenarioBase(BaseModel):
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title: Name = "Untitled Scenario"
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description: Prose = ""
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prompt: Prose = ""
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memory: Prose = ""
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authors_note: Prose = ""
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ai_instructions: Prose = ""
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tags: Tags = ""
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# Cover art, either an https URL or a base64 data URI. See `app/images.py`.
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image: Image = ""
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# The emoji or glyph shown when `image` is empty.
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icon: Icon = ""
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# Phase 12: the RPG world-state template, holding stat definitions, bands,
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# rules, and milestones. `None` means the scenario has no RPG layer.
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stat_schema: dict | None = None
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class ScenarioCreate(ScenarioBase):
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pass
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class ScenarioUpdate(BaseModel):
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title: Name | None = None
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description: Prose | None = None
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prompt: Prose | None = None
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memory: Prose | None = None
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authors_note: Prose | None = None
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ai_instructions: Prose | None = None
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tags: Tags | None = None
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image: Image | None = None
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icon: Icon | None = None
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stat_schema: dict | None = None
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class ScenarioOut(ORMModel, ScenarioBase):
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id: int
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is_public: bool = False # Shared demo content, read-only for everyone.
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created_at: datetime
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updated_at: datetime
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story_cards: list[StoryCardOut] = []
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class ScenarioListItem(ORMModel):
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id: int
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title: str
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description: str
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tags: str
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is_public: bool = False
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updated_at: datetime
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# Read from the row so that `image_url` can be derived, and excluded from
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# the response, because a list of base64 data URIs would be megabytes of
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# JSON.
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image: str = Field("", exclude=True)
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icon: str = ""
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@computed_field
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@property
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def image_url(self) -> str:
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return images.public_url(self.id, self.image, self.updated_at)
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# ---------- Adventures ----------
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class AdventureCreate(BaseModel):
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scenario_id: int | None = None
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title: Name | None = None
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# The `${Placeholder}` values collected from the player at the start, which
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# is the AI Dungeon behavior.
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placeholders: dict[str, str] = {}
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# Phase 18: who the player is playing as, collected by the same modal. These
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# are independent of `placeholders`: a scenario that asks for `${Name}` is
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# asking its own question, and nothing here fills it in.
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persona_name: PersonaName = ""
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persona_pronouns: PersonaPronouns = ""
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persona_desc: Prose = ""
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class AdventureUpdate(BaseModel):
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title: Name | None = None
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memory: Prose | None = None
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authors_note: Prose | None = None
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ai_instructions: Prose | None = None
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story_summary: Prose | None = None
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auto_summarize: bool | None = None
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memory_bank_enabled: bool | None = None
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persona_name: PersonaName | None = None
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persona_pronouns: PersonaPronouns | None = None
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persona_desc: Prose | None = None
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class AdventureRefresh(BaseModel):
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"""The body for "Update from scenario".
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`placeholders` supplies answers the adventure has no stored value for. See
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`AdventureCreate.placeholders`. The answers are merged over the stored ones
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and saved.
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"""
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placeholders: dict[str, str] = {}
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class RefreshPlan(BaseModel):
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"""What a refresh would change. The confirm dialog is built from this."""
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scenario_id: int
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scenario_title: str
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has_changes: bool
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# Maps a field name to `{"old": ..., "new": ...}`, for differing fields
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# only.
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fields: dict[str, dict] = {}
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# Maps "added", "updated", or "removed" to a list of card names.
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cards: dict[str, list[str]] = {}
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# Maps "added" or "removed" to a list of stat paths. Live values are
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# otherwise kept.
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world_state: dict[str, list[str]] = {}
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# The `${Placeholder}` names the scenario asks for that the adventure has
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# no stored answer to. The client collects these and sends them back.
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placeholders_needed: list[str] = []
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class ActionOut(ORMModel):
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id: int
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adventure_id: int
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type: str
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text: str
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reasoning: str | None = None
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# Phase 12: the compact RPG state changes for this turn, read from the
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# model property.
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world_changes: list[dict] = []
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# SP9: the pager, such as `2/4`. It reports how many attempts this turn has
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# and which one is on screen. It is keyed on the parent, so it counts the
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# attempts of this turn rather than every node that shares a depth, and it
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# keeps counting them after one has been forked onto its own branch.
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#
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# A turn nobody has retaken reads 1/1, which is most turns, and the client
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# draws no pager for a count of one. The attempts themselves come from
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# `GET /actions/{id}/variants`, so this payload stays small.
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take_count: int = 1
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take_index: int = 0
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# Which line this node is on, so the pager can distinguish the two kinds of
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# step without asking the server. An attempt on this branch is a leaf with
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# nothing below it, so showing it is a local change. An attempt on another
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# branch has a story of its own, so moving to it is a branch switch.
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branch_id: int | None = None
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created_at: datetime
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class VariantOut(BaseModel):
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# Since SP4 every attempt is its own node, so each one has an id, and the
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# client needs that id. A fork is addressed by the attempt being promoted,
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# not by its position in a group that renumbers whenever an attempt is
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# added.
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id: int
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index: int
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text: str
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reasoning: str | None = None
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# See `ActionOut.branch_id`. It decides whether choosing this attempt is a
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# local step or a branch switch.
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branch_id: int | None = None
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created_at: str | None = None
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active: bool = False
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class VariantSelect(BaseModel):
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index: int = Field(ge=0)
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class BranchOut(ORMModel):
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"""One line through the story tree (Phase 14, SP5).
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This carries enough to draw the tree and nothing more. `fork_depth` is where
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this line leaves its parent, and `depth` is where it currently ends, so a
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fork is two numbers rather than a walk. `own_actions` counts the turns played
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on this branch itself. The rest of its story is borrowed from its ancestors,
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which is why the number is smaller than a reader expects.
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"""
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id: int
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parent_branch_id: int | None = None
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fork_depth: int | None = None
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depth: int
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own_actions: int = 0
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# M4: how many Save Points name a position on this line. Deleting the branch
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# deletes them with its story, so the panel warns with a number rather than
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# a vague caution. Zero for a line nobody has bookmarked, which is most.
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save_points: int = 0
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is_head: bool = False
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# NULL for a branch nobody has named. The client labels those from the fork
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# depth rather than the server inventing a name. See the column comment.
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name: str | None = None
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created_at: datetime
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class BranchRename(BaseModel):
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"""A name a player chose, or `null` to make the branch unnamed again."""
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name: Annotated[str, Field(max_length=BRANCH_NAME_MAX)] | None = None
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# ---------- Save Points (M4) ----------
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#
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# "Save Point" is the user-facing term and `checkpoint` is the internal one
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# (`BROWSER-UX-SPEC.md` §23). The wire format uses the internal name, as the
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# rest of this module does.
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class CheckpointOut(ORMModel):
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"""One Save Point: a name and the position it names.
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The position is reported three ways because the panel needs three different
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things from it. `turn` is what a reader counts — the same `depth + 1` the
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branch list shows. `depth` and `branch_id` are the coordinate itself.
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`on_path` says whether the position lies on the story being read, which is
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how the panel can tell a Save Point on this line from one naming a line the
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story has left; restoring either works, but they are not the same offer.
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`resolved` is false when the coordinate no longer names a live turn, which
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an action deleted out of the middle of a story can do. Restore refuses such
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a Save Point rather than moving the head somewhere approximate, so the list
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says so before the button is pressed.
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"""
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id: int
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adventure_id: int
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name: str
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note: str = ""
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branch_id: int
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depth: int
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turn: int = 0
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on_path: bool = True
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resolved: bool = True
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created_at: datetime
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updated_at: datetime
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class CheckpointCreate(BaseModel):
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"""A Save Point at wherever the story is being read.
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The position is not a field. A Save Point is made at the campaign's active
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head, which the server already knows, and accepting a coordinate from the
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client would be the second way to name a position — the thing this milestone
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exists not to build.
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"""
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name: CheckpointName
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note: Prose = ""
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class CheckpointRename(BaseModel):
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"""A new label, and nothing else.
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There is deliberately no coordinate here. `STORY-BRANCH-SEMANTICS.md` §24
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keeps a Save Point's meaning auditable by refusing to move one: rename it,
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or delete it and make another where you are.
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"""
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name: CheckpointName | None = None
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note: Prose | None = None
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class ActionUpdate(BaseModel):
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text: ActionText
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class ActionCreate(BaseModel):
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type: Literal["do", "say", "story", "continue"]
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text: ActionText = ""
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# The node this action is played after (SP9). Omitting it means the tip,
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# which is what every ordinary turn uses.
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#
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# Naming an attempt the story moved past is what creates a branch. Stepping
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# between attempts costs nothing and creates nothing, and the fork happens
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# on the first text written below one. That is the first moment the player
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# states which line they mean. Before it, they were reading.
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after_id: int | None = None
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class TakeCreate(BaseModel):
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"""Another attempt at a turn (SP9).
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`text` is what the player says instead, and it applies only when the turn was
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the player's. An AI turn's other attempt is generated, so the field is
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ignored there rather than rejected. The client makes the same request for
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both, and the node type decides what happens.
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"""
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text: ActionText = ""
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class AdventureOut(ORMModel):
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id: int
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scenario_id: int | None
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title: str
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memory: str
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authors_note: str
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ai_instructions: str
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story_summary: str
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auto_summarize: bool
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memory_bank_enabled: bool
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persona_name: str
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persona_pronouns: str
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persona_desc: str
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created_at: datetime
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updated_at: datetime
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story_cards: list[StoryCardOut] = []
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# The newest window of the story, not all of it. Older pages arrive from
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# `GET /{id}/actions` as the reader scrolls up. `action_count` is the whole
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# story's length, which is how the client knows more actions exist above.
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actions: list[ActionOut] = []
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action_count: int = 0
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# M3. Whether the history controls have anywhere to go from where the story
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# is. The client cannot work either out for itself: `can_undo` needs the
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# campaign opening, which may be off the top of the loaded window, and
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# `can_redo` needs the retained future, which the client is never sent.
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can_undo: bool = False
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can_redo: bool = False
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class ActionPage(BaseModel):
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"""A slice of the story, counted back from the newest action."""
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actions: list[ActionOut] = []
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total: int = 0
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# Whether anything older than this slice exists. The server computes it, so
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# the client never has to do arithmetic on positions to find the end.
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has_more: bool = False
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# The same two flags `AdventureOut` carries, so that the response to Undo,
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# Redo or a turn updates the controls without a second request.
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can_undo: bool = False
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can_redo: bool = False
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# ---------- Memory bank (Phase 6) ----------
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class MemoryOut(ORMModel):
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id: int
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adventure_id: int
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text: str
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pinned: bool
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forgotten: bool
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embedded: bool # model property: embedding vector present
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use_count: int
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last_used_at: datetime | None
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source_start: int | None
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source_end: int | None
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created_at: datetime
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class MemoryCreate(BaseModel):
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text: Annotated[str, Field(max_length=MEMORY_TEXT_MAX)]
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class MemoryUpdate(BaseModel):
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text: Annotated[str, Field(max_length=MEMORY_TEXT_MAX)] | None = None
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pinned: bool | None = None
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forgotten: bool | None = None
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class AdventureListItem(ORMModel):
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id: int
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scenario_id: int | None
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scenario_title: str | None = None
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title: str
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updated_at: datetime
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action_count: int = 0
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|
# The end of the most recent narration, so a Continue card can show the
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# story rather than only a turn count.
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|
snippet: str = ""
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|
# Cover art inherited from the parent scenario. See `app/images.py`.
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|
image_url: str = ""
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|
icon: str = ""
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|
|
|
|
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# ---------- Auth (Phase 8) ----------
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|
|
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class AuthCredentials(BaseModel):
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email: Annotated[str, Field(max_length=320)] # VARCHAR(320).
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# The upper bound keeps the scrypt cost constant. Without it, hashing a
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|
# megabyte password would give an attacker free CPU time.
|
|
password: Annotated[str, Field(max_length=128)]
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|
|
|
|
|
# ---------- Settings ----------
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|
|
|
class SettingsOut(ORMModel):
|
|
endpoint_url: str
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|
model: str
|
|
api_mode: str
|
|
temperature: float
|
|
max_output_tokens: int
|
|
context_token_budget: int
|
|
model_timeout_seconds: int
|
|
narrator_prompt: str
|
|
summary_model: str
|
|
embedding_model: str
|
|
memory_bank_capacity: int
|
|
memory_top_k: int
|
|
|
|
|
|
ScenarioOut.model_rebuild()
|
|
|
|
|
|
# ---------- AI Chat (power users) ----------
|
|
# A scratchpad for talking to a model directly, with no story framing. The
|
|
# server persists nothing, so these caps are per-request abuse limits only.
|
|
|
|
CHAT_MESSAGE_MAX = 100_000 # One message.
|
|
CHAT_TOTAL_MAX = 400_000 # The whole conversation sent per request.
|
|
CHAT_MESSAGES_MAX = 200 # Turns per request.
|
|
|
|
|
|
class ChatMessage(BaseModel):
|
|
role: Literal["system", "user", "assistant"]
|
|
content: Annotated[str, Field(max_length=CHAT_MESSAGE_MAX)]
|
|
|
|
|
|
class ChatRequest(BaseModel):
|
|
messages: Annotated[list[ChatMessage], Field(min_length=1, max_length=CHAT_MESSAGES_MAX)]
|
|
# If this field is empty or omitted, the user's configured model is used.
|
|
model: Name | None = None
|
|
temperature: Annotated[float, Field(ge=0, le=5)] | None = None
|
|
max_tokens: Annotated[int, Field(ge=1, le=100_000)] | None = None
|
|
|
|
|
|
class SettingsUpdate(BaseModel):
|
|
endpoint_url: Annotated[str, Field(max_length=500)] | None = None # VARCHAR(500).
|
|
model: Name | None = None
|
|
api_mode: Annotated[str, Field(max_length=20)] | None = None
|
|
temperature: Annotated[float, Field(ge=0, le=5)] | None = None
|
|
max_output_tokens: Annotated[int, Field(ge=1, le=100_000)] | None = None
|
|
context_token_budget: Annotated[int, Field(ge=256, le=200_000)] | None = None
|
|
# Seconds to wait for the model. The floor is high enough that a normal
|
|
# turn cannot trip it; the ceiling exists so that "wait longer" stays a
|
|
# number rather than becoming "wait forever".
|
|
model_timeout_seconds: Annotated[int, Field(ge=30, le=3600)] | None = None
|
|
narrator_prompt: Prose | None = None
|
|
summary_model: Name | None = None
|
|
embedding_model: Name | None = None
|
|
memory_bank_capacity: Annotated[int, Field(ge=1, le=1000)] | None = None
|
|
memory_top_k: Annotated[int, Field(ge=1, le=50)] | None = None
|