Three fallout bugs from keeping the retried action row alive (906ba42),
plus two long-standing cursor bugs the same investigation turned up.
Retry context leak: the row being regenerated is still attached to the
adventure, so it was replayed as established story and the model wrote a
continuation of the attempt it was meant to replace — the story visibly
blended both takes. It leaked into four places, not one: history replay,
story-card trigger matching, in-scene NPC detection, and the memory-bank
similarity query. Adds a shared context.story_actions(exclude_action_id),
threaded through build_context and retrieve_memories.
Memory holdback: a memory could summarize the just-generated turn; retry
rewrites Action.text but memory_cursor has already advanced, so the memory
was never regenerated and went on describing narration no longer in the
story. settled_story_actions() holds the newest action back one turn —
only the last action is retryable, so that makes it unreachable. The
settled list is always a prefix, so cursors stay valid and nothing is
skipped. The run_post_turn clamp deliberately still uses the full count:
clamping to settled rewinds legacy adventures a step and double-covers an
action.
Cursor bookkeeping: memory_cursor is a position into story_actions() while
Memory.source_* are Action.index values, and the two diverge as soon as
anything is deleted. Deleting a middle action slid a never-summarized
action into the covered range, skipping it forever; and pruning a memory
left the actions it covered stranded behind the cursor. Adds
note_action_removed() (called before the delete in delete_action and
undo_turn) and a rewind in prune_dangling_memories. delete_action also
now prunes at all, which it never did.
Not addressed: editing an already-summarized action still leaves its
memory stale, and the cumulative story summary can't have one fact
un-mixed from it.
117 backend tests pass, including new test_memory_settling.py (12) and
two retry-context regression tests.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UeQVy5bEjLhfgWNc27Efet
388 lines
15 KiB
Python
388 lines
15 KiB
Python
"""Phase 6 — auto summarization + embedding memory bank
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(per help.aidungeon.com/faq/the-memory-system).
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After each turn, a fire-and-forget task (`run_post_turn`) runs with its own DB
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session:
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- every MEMORY_INTERVAL actions (starting at MEMORY_START), each uncovered
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block of actions is summarized into a short "memory". Summarization only
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ever reads *settled* actions (see settled_story_actions) — the newest action
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is held back one turn because it is still retryable;
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- every SUMMARY_INTERVAL actions, the Story Summary is rewritten folding in
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the new memories (the user-edited text is always the base, never clobbered);
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- new memories are embedded (OpenAI-compatible /v1/embeddings) and the bank
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is evicted down to capacity ("forgotten" memories are kept for the UI).
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At generation time, `retrieve_memories` embeds the recent story text and ranks
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the bank by cosine similarity; the top-K become the "Memories" context section.
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All AI calls here are best-effort: failures are logged (debug page) and retried
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on a later turn because the cursors only advance on success.
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"""
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import asyncio
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import math
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from sqlalchemy.orm import Session
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from . import models
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from .context import story_actions, truncate_to_last_tokens
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from .database import SessionLocal
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from .providers import OpenAICompatibleProvider, ProviderError
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MEMORY_INTERVAL = 6 # actions per memory
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MEMORY_START = 12 # first memory once the adventure reaches this many actions
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SUMMARY_INTERVAL = 15 # actions between Story Summary updates
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MAX_MEMORIES_PER_RUN = 5 # cap catch-up work (e.g. imported adventures) per turn
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MAX_EMBED_BATCH = 32
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RETRIEVAL_WINDOW_TOKENS = 600 # recent story text used as the similarity query
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SUMMARY_MAX_WORDS = 250
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MEMORY_SYSTEM_PROMPT = (
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"You compress interactive-fiction story excerpts into memories. Respond with "
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"1-2 plain sentences in past tense stating the concrete facts and events "
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"(names, places, items, promises, injuries). No preamble, no commentary."
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)
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SUMMARY_SYSTEM_PROMPT = (
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"You maintain the running summary of an interactive-fiction story. Respond "
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"with only the updated summary: a single plain-prose overview of the plot "
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f"so far, at most {SUMMARY_MAX_WORDS} words. Preserve important established "
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"facts; compress older events harder than recent ones."
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)
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# Adventures with a post-turn task currently running (single-process app).
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_running: set[int] = set()
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# Strong refs to in-flight tasks — the event loop only keeps weak references,
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# so a fire-and-forget task can otherwise be garbage-collected mid-run.
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_tasks: set[asyncio.Task] = set()
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# BYOK-only by construction: both factories below take the user's own
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# endpoint/key straight from Settings and never auth.DEMO_*, so summarization
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# and embedding can't spend the shared demo key (their call sites are also
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# skipped when using_demo). Don't "fix" this by passing a ProviderConfig in —
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# summary_model/embedding_model are free-form user input and are not on the
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# demo whitelist.
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def summary_provider(settings: models.Settings) -> OpenAICompatibleProvider:
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return OpenAICompatibleProvider(
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settings.endpoint_url,
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settings.api_key_plain,
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settings.summary_model or settings.model,
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settings.api_mode,
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settings.reasoning_max_tokens,
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)
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def embedding_provider(settings: models.Settings) -> OpenAICompatibleProvider:
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return OpenAICompatibleProvider(
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settings.endpoint_url, settings.api_key_plain, settings.embedding_model
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)
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def cosine(a: list[float], b: list[float]) -> float:
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# Different lengths means the embedding model changed since this vector was
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# stored; zip() would silently score garbage.
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if len(a) != len(b):
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return 0.0
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dot = sum(x * y for x, y in zip(a, b))
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norm = math.sqrt(sum(x * x for x in a)) * math.sqrt(sum(y * y for y in b))
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return dot / norm if norm else 0.0
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def settled_story_actions(adventure: models.Adventure) -> list[models.Action]:
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"""Story actions old enough to summarize: everything but the newest one.
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Only the *last* action can be retried, so once an action has another action
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after it, its text is final. Summarizing right up to the newest action meant
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a memory could describe an attempt the player then retried away — the
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memory's cursor has already advanced, so it is never regenerated, leaving a
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memory (and, downstream, a story summary) describing narration that is no
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longer in the story. Holding one action back costs a turn of latency and
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makes that unreachable.
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The result is always a prefix of story_actions(), so memory_cursor and
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summary_cursor stay valid positions and no action is ever skipped.
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"""
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return story_actions(adventure)[:-1]
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def _rewind_cursors_to_index(adventure: models.Adventure, index: int) -> None:
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"""Move both cursors back to the position of Action.index `index`.
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The cursors are *positions* into story_actions() while Memory.source_* are
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Action.index values, so the two spaces have to be translated between (they
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diverge as soon as any action is deleted).
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"""
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actions = story_actions(adventure)
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position = next((i for i, a in enumerate(actions) if a.index >= index), len(actions))
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adventure.memory_cursor = min(adventure.memory_cursor, position)
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adventure.summary_cursor = min(adventure.summary_cursor, position)
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def note_action_removed(adventure: models.Adventure, action: models.Action) -> None:
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"""Keep the cursors pointing at the same actions when one is deleted from
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*before* them. Call BEFORE the delete, while the action is still in the list.
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memory_cursor counts actions from the start of the story, so removing an
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earlier action slides every later one down a slot — without this, an action
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that was never summarized shifts into the "already covered" range and is
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skipped forever.
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"""
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actions = story_actions(adventure)
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position = next((i for i, a in enumerate(actions) if a.id == action.id), None)
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if position is None:
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return
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if position < adventure.memory_cursor:
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adventure.memory_cursor -= 1
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if position < adventure.summary_cursor:
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adventure.summary_cursor -= 1
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def prune_dangling_memories(adventure: models.Adventure, db: Session) -> int:
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"""Delete memories that summarized actions which no longer exist (e.g. after
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undo). source_start/source_end are Action.index values; a memory is dangling
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if any covered action is past the current end of the story. Returns the count
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removed.
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Throwing a memory away is not enough on its own: the actions it covered are
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still behind memory_cursor, so they would read as summarized with nothing
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describing them. Rewind to where the earliest discarded memory began, so
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those actions are summarized again.
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"""
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max_index = max((a.index for a in adventure.actions), default=-1)
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dangling = [
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m for m in adventure.memories
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if m.source_end is not None and m.source_end > max_index
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]
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if not dangling:
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return 0
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starts = [m.source_start for m in dangling if m.source_start is not None]
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for m in dangling:
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db.delete(m)
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if starts:
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_rewind_cursors_to_index(adventure, min(starts))
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return len(dangling)
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# ---------- Retrieval (runs inside the turn, before build_context) ----------
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async def retrieve_memories(
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adventure: models.Adventure,
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settings: models.Settings,
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*,
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update_stats: bool,
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exclude_action_id: int | None = None,
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) -> dict | None:
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"""Returns {"used": [{id, text, similarity, pinned}], "error": str|None},
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or None when the memory bank is off for this adventure. `update_stats`
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bumps use counters (real turns only, not Insights dry runs).
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`exclude_action_id` drops the action being retried from the similarity
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query, so the discarded attempt can't steer which memories come back."""
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if not adventure.memory_bank_enabled:
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return None
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if not settings.embedding_model.strip():
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return {"used": [], "error": "No embedding model configured in Settings."}
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candidates = [m for m in adventure.memories if not m.forgotten and m.embedding]
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if not candidates:
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return {"used": [], "error": None}
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actions = story_actions(adventure, exclude_action_id)
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query = truncate_to_last_tokens(
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"\n\n".join(a.text for a in actions[-4:]), RETRIEVAL_WINDOW_TOKENS
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)
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if not query.strip():
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return {"used": [], "error": None}
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try:
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[query_vec] = await embedding_provider(settings).embed([query])
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except ProviderError as exc:
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return {"used": [], "error": str(exc)}
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scored = sorted(
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((cosine(query_vec, m.embedding), m) for m in candidates),
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key=lambda pair: pair[0],
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reverse=True,
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)
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# Pinned memories are always used and count toward top_k, so the injected
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# set never exceeds the configured budget (unless pinned alone exceed it).
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top_k = max(1, settings.memory_top_k)
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used = [(score, m) for score, m in scored if m.pinned]
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remaining = max(0, top_k - len(used))
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used += [(score, m) for score, m in scored if not m.pinned][:remaining]
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used.sort(key=lambda pair: pair[0], reverse=True)
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if update_stats:
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now = models.utcnow()
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for _, m in used:
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m.use_count += 1
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m.last_used_at = now
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return {
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"used": [
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{"id": m.id, "text": m.text, "similarity": round(score, 4), "pinned": m.pinned}
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for score, m in used
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],
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"error": None,
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}
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# ---------- Post-turn background work ----------
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def schedule_post_turn(adventure: models.Adventure) -> None:
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"""Fire-and-forget summarization/embedding work after a turn is saved."""
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if not (adventure.auto_summarize or adventure.memory_bank_enabled):
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return
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if adventure.id in _running:
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return
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task = asyncio.get_running_loop().create_task(run_post_turn(adventure.id))
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_tasks.add(task)
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task.add_done_callback(_tasks.discard)
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async def run_post_turn(adventure_id: int) -> None:
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if adventure_id in _running:
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return
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_running.add(adventure_id)
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db = SessionLocal()
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try:
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adventure = db.get(models.Adventure, adventure_id)
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if adventure is None:
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return
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# Settings are per-user (Phase 8): use the adventure owner's row.
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settings = (
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db.query(models.Settings)
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.filter(models.Settings.user_id == adventure.user_id)
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.first()
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)
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if settings is None:
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return
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# Undo/retry can shrink the action list below a stored cursor, which
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# would stall summarization until the story grew past it again.
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# Deliberately the FULL count, not the settled one: an adventure that
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# was caught up under the old rule can have a cursor equal to the action
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# count, and clamping to settled would rewind it one step, re-covering
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# an already-summarized action in the next block. Both consumers below
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# read settled actions and bail on a negative remainder, so a cursor
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# briefly sitting one past the settled end is harmless.
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count = len(story_actions(adventure))
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adventure.memory_cursor = min(adventure.memory_cursor, count)
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adventure.summary_cursor = min(adventure.summary_cursor, count)
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if adventure.auto_summarize:
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await _create_due_memories(adventure, settings, db)
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await _update_story_summary(adventure, settings, db)
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if adventure.memory_bank_enabled and settings.embedding_model.strip():
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await _embed_pending(adventure, settings, db)
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_evict_over_capacity(adventure, settings, db)
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finally:
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db.close()
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_running.discard(adventure_id)
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async def _create_due_memories(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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actions = settled_story_actions(adventure)
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provider = summary_provider(settings)
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for _ in range(MAX_MEMORIES_PER_RUN):
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cursor = adventure.memory_cursor
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if len(actions) < MEMORY_START or len(actions) - cursor < MEMORY_INTERVAL:
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return
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block = actions[cursor:cursor + MEMORY_INTERVAL]
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excerpt = truncate_to_last_tokens("\n\n".join(a.text for a in block), 2000)
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try:
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text = await provider.complete(
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MEMORY_SYSTEM_PROMPT, f"Story excerpt:\n\n{excerpt}\n\nMemory:"
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)
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except ProviderError:
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return # logged in the debug page; cursor unchanged → retried next turn
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if not text:
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return
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db.add(
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models.Memory(
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adventure_id=adventure.id,
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text=text,
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source_start=block[0].index,
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source_end=block[-1].index,
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)
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)
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adventure.memory_cursor = cursor + MEMORY_INTERVAL
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db.commit()
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async def _update_story_summary(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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actions = settled_story_actions(adventure)
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if len(actions) - adventure.summary_cursor < SUMMARY_INTERVAL:
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return
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# Fold in memories covering the uncovered stretch; fall back to raw story
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# text if memory creation is lagging (e.g. it just failed).
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# summary_cursor is a position into story_actions(); Memory.source_end is
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# an Action.index. Translate the cursor to an index boundary before
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# comparing — the two spaces diverge once actions are deleted or empty.
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if adventure.summary_cursor < len(actions):
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boundary = actions[adventure.summary_cursor].index
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else:
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boundary = actions[-1].index + 1 if actions else 0
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new_events = [
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m.text
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for m in adventure.memories
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if m.source_end is not None and m.source_end >= boundary
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]
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if new_events:
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events_text = "\n".join(f"- {t}" for t in new_events)
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else:
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block = actions[adventure.summary_cursor:]
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events_text = truncate_to_last_tokens("\n\n".join(a.text for a in block), 2000)
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current = adventure.story_summary.strip()
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user_prompt = (
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f"Current story summary:\n{current or '(none yet)'}\n\n"
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f"New events since the last update:\n{events_text}\n\n"
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"Updated summary:"
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)
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try:
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text = await summary_provider(settings).complete(
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SUMMARY_SYSTEM_PROMPT, user_prompt, max_tokens=600
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)
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except ProviderError:
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return
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if not text:
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return
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adventure.story_summary = text
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adventure.summary_cursor = len(actions)
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db.commit()
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async def _embed_pending(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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pending = [m for m in adventure.memories if m.embedding is None and not m.forgotten]
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pending = pending[:MAX_EMBED_BATCH]
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if not pending:
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return
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try:
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vectors = await embedding_provider(settings).embed([m.text for m in pending])
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except ProviderError:
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return
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for memory, vector in zip(pending, vectors):
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memory.embedding = vector
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db.commit()
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def _evict_over_capacity(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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active = [m for m in adventure.memories if not m.forgotten]
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overflow = len(active) - max(1, settings.memory_bank_capacity)
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if overflow <= 0:
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return
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evictable = sorted(
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(m for m in active if not m.pinned),
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key=lambda m: (m.use_count, m.last_used_at or m.created_at),
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)
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for memory in evictable[:overflow]:
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memory.forgotten = True
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db.commit()
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