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interactive-story/backend/app/models.py
T
parththakkar106andClaude Opus 5 906ba423d8 Keep every retried attempt instead of deleting it
Retry used to delete the last AI action and generate a replacement, so the
discarded narration was simply gone. The row survives now: each attempt is
appended to actions.variants with variant_index naming the live one, and a
ChatGPT-style pager under the message browses them.

Action.text still mirrors the active variant, so the context builder, memory
bank, summarizer and export needed no changes. A variant carries only what
differs between attempts -- the text, the reasoning, and the state it
produced -- never the assembled prompt, which is identical across attempts of
one turn and is the bulk of context_snapshot.

Only the last message can be switched, restoring the script/world state that
attempt produced; earlier turns were written as a continuation of whatever is
active there, so theirs are read-only previews.

Three things that would otherwise bite:

- generate_turn now wraps _generate_turn and watches for a save sentinel. If
  the generator ends without it (provider error, empty reply, script stop,
  client hangup) it re-applies the previous variant -- otherwise a failed
  retry leaves rolled-back stats under un-rolled-back text.
- Retry reuses the turn's own index rather than next_index, or the clock the
  world-state cooldowns run on advances on a re-run of the same turn.
- Editing a message rewrites the active variant too, or paging away and back
  silently reverts the edit.

Migrations 34/35 verified as an upgrade against a populated database, not
just a fresh schema. test_state_revert's retry test asserted the old delete
behaviour and was rewritten.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01UeQVy5bEjLhfgWNc27Efet
2026-08-02 20:44:06 +05:30

354 lines
17 KiB
Python

from datetime import datetime, timezone
from sqlalchemy import (
JSON, Boolean, Column, DateTime, Float, ForeignKey, Integer, String, Table, Text,
)
from sqlalchemy.orm import Mapped, mapped_column, relationship
from .database import Base
def utcnow() -> datetime:
return datetime.now(timezone.utc)
class User(Base):
"""Phase 8 — optional accounts.
Three kinds of rows share this table:
- the "local user" (email NULL, is_guest False): auto-created in
single-user/local mode; owns everything a pre-Phase-8 DB had;
- guests (email NULL, is_guest True): created on first visit in
multi-user mode, identified only by their session cookie;
- registered users (email set): a guest upgraded in place, so their
data survives registration with no re-parenting.
"""
__tablename__ = "users"
id: Mapped[int] = mapped_column(primary_key=True)
email: Mapped[str | None] = mapped_column(String(320), unique=True, nullable=True)
password_hash: Mapped[str | None] = mapped_column(String(300), nullable=True)
is_guest: Mapped[bool] = mapped_column(Boolean, default=True)
created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow)
last_seen_at: Mapped[datetime | None] = mapped_column(DateTime, nullable=True)
# Shared demo key usage (resets when the UTC date changes).
demo_turns_used: Mapped[int] = mapped_column(Integer, default=0)
demo_turns_date: Mapped[str] = mapped_column(String(10), default="")
scenario_scripts = Table(
"scenario_scripts",
Base.metadata,
Column("scenario_id", ForeignKey("scenarios.id", ondelete="CASCADE"), primary_key=True),
Column("script_id", ForeignKey("scripts.id", ondelete="CASCADE"), primary_key=True),
)
class Scenario(Base):
__tablename__ = "scenarios"
id: Mapped[int] = mapped_column(primary_key=True)
# NULL owner + is_public = seeded demo content, readable by everyone.
user_id: Mapped[int | None] = mapped_column(
ForeignKey("users.id", ondelete="CASCADE"), nullable=True
)
is_public: Mapped[bool] = mapped_column(Boolean, default=False)
title: Mapped[str] = mapped_column(String(200), default="Untitled Scenario")
description: Mapped[str] = mapped_column(Text, default="")
prompt: Mapped[str] = mapped_column(Text, default="")
# Plot components (AI Dungeon terminology; `memory` == Plot Essentials)
memory: Mapped[str] = mapped_column(Text, default="")
authors_note: Mapped[str] = mapped_column(Text, default="")
ai_instructions: Mapped[str] = mapped_column(Text, default="")
tags: Mapped[str] = mapped_column(String(500), default="")
# Cover art. Either an external "https://…" URL or an inline
# "data:image/…;base64,…" URI (the editor downscales uploads before storing
# one). Empty means the UI falls back to an emoji sigil or generated art.
# Kept in the row rather than on disk because Render's free tier has no
# persistent volume, and it makes export bundles self-contained.
image: Mapped[str] = mapped_column(Text, default="")
# A single emoji or glyph used when there's no `image` — cheap art for
# scenarios nobody wants to find a picture for. Separate from `image`
# because it's a character, not a locator: no fetch, no cache, no bytes.
icon: Mapped[str] = mapped_column(String(16), default="")
# Phase 12: RPG world-state template — stat definitions (bands, rules) and
# milestones. NULL/empty means this scenario has no RPG layer.
stat_schema: Mapped[dict | None] = mapped_column(JSON, nullable=True)
created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow)
updated_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow, onupdate=utcnow)
story_cards: Mapped[list["StoryCard"]] = relationship(
back_populates="scenario", cascade="all, delete-orphan"
)
adventures: Mapped[list["Adventure"]] = relationship(back_populates="scenario")
scripts: Mapped[list["Script"]] = relationship(secondary=scenario_scripts)
class Adventure(Base):
__tablename__ = "adventures"
id: Mapped[int] = mapped_column(primary_key=True)
user_id: Mapped[int | None] = mapped_column(
ForeignKey("users.id", ondelete="CASCADE"), nullable=True
)
scenario_id: Mapped[int | None] = mapped_column(
ForeignKey("scenarios.id", ondelete="SET NULL"), nullable=True
)
title: Mapped[str] = mapped_column(String(200), default="Untitled Adventure")
memory: Mapped[str] = mapped_column(Text, default="")
authors_note: Mapped[str] = mapped_column(Text, default="")
ai_instructions: Mapped[str] = mapped_column(Text, default="")
story_summary: Mapped[str] = mapped_column(Text, default="")
script_state: Mapped[dict] = mapped_column(JSON, default=dict)
# Phase 12: live RPG world state (world/player/npc stats + milestones),
# instantiated from the scenario's stat_schema. Empty when there's no RPG layer.
world_state: Mapped[dict] = mapped_column(JSON, default=dict)
# The ${Placeholder} answers collected when this adventure was started, kept
# so "Update from scenario" can re-fill freshly copied scenario text with the
# same values. NULL for adventures created before this column existed.
placeholders: Mapped[dict | None] = mapped_column(JSON, nullable=True)
# Phase 6: opt-in per adventure (extra AI calls)
auto_summarize: Mapped[bool] = mapped_column(Boolean, default=False)
memory_bank_enabled: Mapped[bool] = mapped_column(Boolean, default=False)
# How many actions have already been folded into memories / the story summary.
memory_cursor: Mapped[int] = mapped_column(Integer, default=0)
summary_cursor: Mapped[int] = mapped_column(Integer, default=0)
created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow)
updated_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow, onupdate=utcnow)
scenario: Mapped[Scenario | None] = relationship(back_populates="adventures")
story_cards: Mapped[list["StoryCard"]] = relationship(
back_populates="adventure", cascade="all, delete-orphan"
)
actions: Mapped[list["Action"]] = relationship(
back_populates="adventure",
cascade="all, delete-orphan",
order_by="Action.index",
)
scripts: Mapped[list["AdventureScript"]] = relationship(
back_populates="adventure",
cascade="all, delete-orphan",
order_by="AdventureScript.position",
)
memories: Mapped[list["Memory"]] = relationship(
back_populates="adventure",
cascade="all, delete-orphan",
order_by="Memory.id",
)
class Memory(Base):
"""Phase 6: an auto-summarized (or hand-written) fact about the adventure.
`embedding` is the raw vector as a JSON list (cosine ranking happens in
Python — fine at bank sizes of a few hundred). NULL until embedded, which
also marks it for backfill when an embedding model becomes available.
"""
__tablename__ = "memories"
id: Mapped[int] = mapped_column(primary_key=True)
adventure_id: Mapped[int] = mapped_column(ForeignKey("adventures.id", ondelete="CASCADE"))
text: Mapped[str] = mapped_column(Text, default="")
embedding: Mapped[list | None] = mapped_column(JSON, nullable=True)
# Action index range this memory summarizes (null for manual memories).
source_start: Mapped[int | None] = mapped_column(Integer, nullable=True)
source_end: Mapped[int | None] = mapped_column(Integer, nullable=True)
pinned: Mapped[bool] = mapped_column(Boolean, default=False)
forgotten: Mapped[bool] = mapped_column(Boolean, default=False) # evicted, kept for UI
use_count: Mapped[int] = mapped_column(Integer, default=0)
last_used_at: Mapped[datetime | None] = mapped_column(DateTime, nullable=True)
created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow)
adventure: Mapped[Adventure] = relationship(back_populates="memories")
@property
def embedded(self) -> bool:
return self.embedding is not None
class StoryCard(Base):
"""Owned by either a scenario or an adventure (exactly one set)."""
__tablename__ = "story_cards"
id: Mapped[int] = mapped_column(primary_key=True)
scenario_id: Mapped[int | None] = mapped_column(
ForeignKey("scenarios.id", ondelete="CASCADE"), nullable=True
)
adventure_id: Mapped[int | None] = mapped_column(
ForeignKey("adventures.id", ondelete="CASCADE"), nullable=True
)
type: Mapped[str] = mapped_column(String(100), default="")
name: Mapped[str] = mapped_column(String(200), default="")
keys: Mapped[str] = mapped_column(Text, default="") # comma-separated triggers
entry: Mapped[str] = mapped_column(Text, default="")
notes: Mapped[str] = mapped_column(Text, default="")
# Adventure copies only: which piece of the scenario this card came from —
# "card:<scenario_card_id>" or "npc:<npc_key>". "Update from scenario"
# refreshes/removes exactly these; NULL means player-authored (left alone),
# or a copy predating the column (matched by name, then adopted).
source_ref: Mapped[str | None] = mapped_column(String(64), nullable=True)
scenario: Mapped[Scenario | None] = relationship(back_populates="story_cards")
adventure: Mapped[Adventure | None] = relationship(back_populates="story_cards")
class Action(Base):
__tablename__ = "actions"
id: Mapped[int] = mapped_column(primary_key=True)
adventure_id: Mapped[int] = mapped_column(ForeignKey("adventures.id", ondelete="CASCADE"))
index: Mapped[int] = mapped_column(Integer)
type: Mapped[str] = mapped_column(String(20)) # start|do|say|story|continue|ai
text: Mapped[str] = mapped_column(Text, default="")
# Reasoning-model "thinking" that preceded the text (AI actions only).
reasoning: Mapped[str | None] = mapped_column(Text, nullable=True)
context_snapshot: Mapped[dict | None] = mapped_column(JSON, nullable=True)
# Copy of Adventure.script_state as it was immediately BEFORE this action's
# script hooks ran, so undo/retry can roll the shared scoreboard back.
# NULL for actions created before this column existed.
state_before: Mapped[dict | None] = mapped_column(JSON, nullable=True)
# Phase 12: same idea for the RPG world_state, so undo/retry rolls it back too.
world_state_before: Mapped[dict | None] = mapped_column(JSON, nullable=True)
# Retry history (AI actions): every attempt made for this turn, oldest
# first, INCLUDING the active one. NULL/empty means never retried — the row
# is its own only version. `variant_index` says which entry `text`,
# `reasoning` and `context_snapshot` currently mirror; retry appends and
# points here instead of deleting the row, so nothing is lost.
variants: Mapped[list | None] = mapped_column(JSON, nullable=True)
variant_index: Mapped[int] = mapped_column(Integer, default=0)
created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow)
adventure: Mapped[Adventure] = relationship(back_populates="actions")
@property
def world_changes(self) -> list[dict]:
"""Compact per-turn RPG state changes (Phase 12), derived from the
stored snapshot, for the inline summary under an AI message. Labels are
path-based (no schema needed): `npc.gwen.trust` -> "gwen trust"."""
cs = self.context_snapshot if isinstance(self.context_snapshot, dict) else None
ws = cs.get("world_state") if cs else None
if not isinstance(ws, dict):
return []
applied = (ws.get("report") or {}).get("applied") or []
out: list[dict] = []
for entry in applied:
parts = str(entry.get("path", "")).split(".")
section, name = parts[0], parts[-1]
if section == "flags":
out.append({"kind": "flag", "label": name, "on": bool(entry.get("new"))})
elif section == "milestones":
out.append({"kind": "milestone", "label": name})
else:
label = f"{parts[1]} {parts[2]}" if section == "npc" and len(parts) == 3 else name
old, new = entry.get("old"), entry.get("new")
delta = new - old if isinstance(old, (int, float)) and isinstance(new, (int, float)) else None
out.append({"kind": "stat", "label": label, "delta": delta, "value": new})
return out
@property
def variant_count(self) -> int:
"""How many attempts exist for this turn. 0 (not 1) when the action was
never retried — the UI shows its pager only above 1 either way."""
return len(self.variants) if isinstance(self.variants, list) else 0
class Script(Base):
__tablename__ = "scripts"
id: Mapped[int] = mapped_column(primary_key=True)
user_id: Mapped[int | None] = mapped_column(
ForeignKey("users.id", ondelete="CASCADE"), nullable=True
)
name: Mapped[str] = mapped_column(String(200), default="Untitled Script")
description: Mapped[str] = mapped_column(Text, default="")
library_js: Mapped[str] = mapped_column(Text, default="")
input_js: Mapped[str] = mapped_column(Text, default="")
context_js: Mapped[str] = mapped_column(Text, default="")
output_js: Mapped[str] = mapped_column(Text, default="")
created_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow)
updated_at: Mapped[datetime] = mapped_column(DateTime, default=utcnow, onupdate=utcnow)
class AdventureScript(Base):
"""A script copied into an adventure at creation, so library edits don't
change running adventures unless the player explicitly re-syncs it from
`source_script_id`. `state` lives on Adventure.script_state (one shared
state per adventure, as in AI Dungeon)."""
__tablename__ = "adventure_scripts"
id: Mapped[int] = mapped_column(primary_key=True)
adventure_id: Mapped[int] = mapped_column(ForeignKey("adventures.id", ondelete="CASCADE"))
# The library Script this copy was made from, so it can be re-synced on
# demand. NULL for legacy copies (predate this column) and demo-derived
# ones whose source isn't owned by the player — those fall back to a
# name match, or simply aren't syncable.
source_script_id: Mapped[int | None] = mapped_column(
ForeignKey("scripts.id", ondelete="SET NULL"), nullable=True
)
position: Mapped[int] = mapped_column(Integer, default=0)
enabled: Mapped[bool] = mapped_column(Boolean, default=True)
name: Mapped[str] = mapped_column(String(200), default="Untitled Script")
description: Mapped[str] = mapped_column(Text, default="")
library_js: Mapped[str] = mapped_column(Text, default="")
input_js: Mapped[str] = mapped_column(Text, default="")
context_js: Mapped[str] = mapped_column(Text, default="")
output_js: Mapped[str] = mapped_column(Text, default="")
adventure: Mapped[Adventure] = relationship(back_populates="scripts")
class Settings(Base):
__tablename__ = "settings"
id: Mapped[int] = mapped_column(primary_key=True)
# Phase 8: one row per user (pre-Phase-8 DBs had a single id=1 row, which
# the migration assigns to the local user).
user_id: Mapped[int | None] = mapped_column(
ForeignKey("users.id", ondelete="CASCADE"), nullable=True, unique=True
)
endpoint_url: Mapped[str] = mapped_column(String(500), default="http://localhost:11434/v1")
# Fernet-encrypted at rest ("enc:..." — see security.py); use api_key_plain.
api_key: Mapped[str] = mapped_column(String(500), default="")
model: Mapped[str] = mapped_column(String(200), default="")
api_mode: Mapped[str] = mapped_column(String(20), default="chat") # chat|completion
temperature: Mapped[float] = mapped_column(Float, default=0.8)
# 800 leaves room for a full scene; 400 tended to truncate mid-paragraph
# and left reasoning models with nothing after their thinking.
max_output_tokens: Mapped[int] = mapped_column(Integer, default=800)
# Separate thinking budget for reasoning models (OpenRouter-style
# `reasoning: {max_tokens}`); 0 = param not sent, -1 = reasoning explicitly
# off (`reasoning: {effort: none}`). Added on top of
# max_output_tokens so story output keeps its full budget.
reasoning_max_tokens: Mapped[int] = mapped_column(Integer, default=0)
context_token_budget: Mapped[int] = mapped_column(Integer, default=16384)
narrator_prompt: Mapped[str] = mapped_column(
Text,
default=(
"You are a masterful storyteller continuing an interactive adventure. "
"Continue the story naturally in second person, staying consistent with "
"everything established so far. Write vivid prose. Never speak for the "
"player or break character. Do not conclude the story; always leave room "
"for the player's next action."
),
)
stream: Mapped[bool] = mapped_column(Boolean, default=True)
# Phase 6: auto-summarization + memory bank
summary_model: Mapped[str] = mapped_column(String(200), default="") # "" = main model
embedding_model: Mapped[str] = mapped_column(String(200), default="") # "" = bank disabled
memory_bank_capacity: Mapped[int] = mapped_column(Integer, default=200)
memory_top_k: Mapped[int] = mapped_column(Integer, default=5)
@property
def has_api_key(self) -> bool:
return bool(self.api_key)
@property
def api_key_plain(self) -> str:
from . import security # local import: models is imported before security
return security.decrypt_secret(self.api_key)