The player had stats but no identity. `stat_schema.player` carried hp and
mana beside `npc.gwen.trust`, but where an NPC has a name and a
description the player had neither, so the block rendered as
`You: hp 100/100` and nothing in the prompt said who "you" was.
Three columns on `adventures`: name, pronouns, description. All
user-only, all optional, and an empty name means the app behaves exactly
as it did before — no backfill, no special case for an adventure that
predates the migration.
They are adventure columns rather than part of `stat_schema` for two
reasons. An adventure with no RPG layer still has a protagonist, and
that is the case this was added for. And `worldstate.schema._initials`
treats every dict inside a stat section as a stat definition, so a
persona placed there would be instantiated, rendered in the guide, and
handed an `initial` value as though it were one.
The paths do not change. `player.hp` stays `player.hp`; only the label
moves, to `Kaelen (player): hp 100/100`, the same way NPC lines already
print a display name beside the id. A path carrying the persona's name
would break the moment a player renamed their character, because
`_history_text` replays every past turn's stored delta into the prompt
and those blobs hold literal `player.hp` strings.
The section sits in the system block. Only the user can edit it, so it
never changes mid-story and stays inside the cached prefix. That is what
makes it free, and it is why the AI must not be able to move it — a
delta aimed at `persona.*` is already refused by `_resolve`, and there
is now a test holding that in place.
The modal that used to appear only for scenarios with `${Placeholder}`
tokens now always opens, and is where the character is named. Persona
and placeholders stay independent: a scenario asking for `${Name}` is
asking its own question. No scenario in the repo uses placeholders at
all, so the overlap is hypothetical.
Phase 2, which feeds the persona and the cast to the summarizer, is
written up in plan/18 and not started. That is where the memory-quality
problem actually gets fixed; this change is what gives it a name to use.
Not yet driven in a browser — plan/18 lists what to check by hand.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01NPyQN926gkZTAYfgugcaok
511 lines
17 KiB
Python
511 lines
17 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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SCRIPT_MAX = 200_000 # One JavaScript source file.
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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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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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ScriptSource = Annotated[str, Field(max_length=SCRIPT_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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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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script_ids: list[int] | 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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scripts: list["ScriptOut"] = []
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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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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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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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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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# ---------- 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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# ---------- Scripts ----------
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class ScriptBase(BaseModel):
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name: Name = "Untitled Script"
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description: Prose = ""
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library_js: ScriptSource = ""
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input_js: ScriptSource = ""
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context_js: ScriptSource = ""
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output_js: ScriptSource = ""
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class ScriptCreate(ScriptBase):
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pass
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class ScriptUpdate(BaseModel):
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name: Name | None = None
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description: Prose | None = None
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library_js: ScriptSource | None = None
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input_js: ScriptSource | None = None
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context_js: ScriptSource | None = None
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output_js: ScriptSource | None = None
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class ScriptOut(ORMModel, ScriptBase):
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id: int
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created_at: datetime
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updated_at: datetime
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class ScriptTestRequest(BaseModel):
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hook: Literal["input", "context", "output"]
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text: Prose = ""
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state: dict = {}
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class AdventureScriptOut(ORMModel):
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id: int
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adventure_id: int
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position: int
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enabled: bool
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name: str
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description: str
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library_js: str
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input_js: str
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context_js: str
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output_js: str
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# The router sets this field, which is not stored. It is `True` when a
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# syncable library version exists whose code differs from this copy, and
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# `None` when there is nothing to sync from.
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out_of_date: bool | None = None
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class AdventureScriptUpdate(BaseModel):
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enabled: bool | None = None
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library_js: ScriptSource | None = None
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input_js: ScriptSource | None = None
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context_js: ScriptSource | None = None
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output_js: ScriptSource | None = None
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# ---------- Auth (Phase 8) ----------
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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.
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password: Annotated[str, Field(max_length=128)]
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# ---------- Settings ----------
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class SettingsOut(ORMModel):
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endpoint_url: str
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# The key itself is never returned. It is encrypted at rest and
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# write-only.
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has_api_key: bool
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model: str
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api_mode: str
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temperature: float
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max_output_tokens: int
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reasoning_max_tokens: int
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context_token_budget: int
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narrator_prompt: str
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summary_model: str
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embedding_model: str
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memory_bank_capacity: int
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memory_top_k: int
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ScenarioOut.model_rebuild()
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# ---------- AI Chat (power users) ----------
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# A scratchpad for talking to a model directly, with no story framing. The
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# server persists nothing, so these caps are per-request abuse limits only.
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CHAT_MESSAGE_MAX = 100_000 # One message.
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CHAT_TOTAL_MAX = 400_000 # The whole conversation sent per request.
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CHAT_MESSAGES_MAX = 200 # Turns per request.
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class ChatMessage(BaseModel):
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role: Literal["system", "user", "assistant"]
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content: Annotated[str, Field(max_length=CHAT_MESSAGE_MAX)]
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class ChatRequest(BaseModel):
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messages: Annotated[list[ChatMessage], Field(min_length=1, max_length=CHAT_MESSAGES_MAX)]
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# If this field is empty or omitted, the user's configured model is used.
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model: Name | None = None
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temperature: Annotated[float, Field(ge=0, le=5)] | None = None
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max_tokens: Annotated[int, Field(ge=1, le=100_000)] | None = None
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class SettingsUpdate(BaseModel):
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endpoint_url: Annotated[str, Field(max_length=500)] | None = None # VARCHAR(500).
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# Encryption expands the stored value by about four thirds into the same
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# VARCHAR(500), so 256 plaintext characters is the largest safe input. The
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# stored form is "enc:" plus Fernet plus base64.
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api_key: Annotated[str, Field(max_length=256)] | None = None
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model: Name | None = None
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api_mode: Annotated[str, Field(max_length=20)] | None = None
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temperature: Annotated[float, Field(ge=0, le=5)] | None = None
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max_output_tokens: Annotated[int, Field(ge=1, le=100_000)] | None = None
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# A value of -1 turns reasoning off explicitly, which sends
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# `reasoning: {effort: none}`. A value of 0 sends nothing.
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reasoning_max_tokens: Annotated[int, Field(ge=-1, le=100_000)] | None = None
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context_token_budget: Annotated[int, Field(ge=256, le=200_000)] | None = None
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narrator_prompt: Prose | None = None
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summary_model: Name | None = None
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embedding_model: Name | None = None
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memory_bank_capacity: Annotated[int, Field(ge=1, le=1000)] | None = None
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memory_top_k: Annotated[int, Field(ge=1, le=50)] | None = None
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