94 files, +1,395 -6,578. Three files are new; twenty-four are gone. The milestone is subtraction, and what is left is the single-user local storyteller the specification describes. Removed in full: campaign scripting and its QuickJS sandbox; multi-user accounts, guest sessions, login, registration and the shared demo key; the visitor-analytics tables, dashboard and page beacon; the access log of sign-ins, addresses and devices; per-IP and per-user rate limiting and quotas; Render deployment config; Postgres and psycopg; cloud inference providers, the API-key field and the key encryption that existed to store it; session-cookie signing. None of it was hidden behind a flag — the routes are gone and answer 404. Two things were kept that the brief allowed keeping. The `users` table and its foreign keys stay as an internal ownership detail, because rewriting them out means a migration across most of the schema to delete a column that costs nothing; nothing creates a second user and no request carries an identity. Five inert tables and four inert columns stay for the same reason, so an M1 campaign database opens unchanged. The one addition is app/endpoints.py, which decides where a story may be sent. Loopback, RFC1918, link-local, unique-local and CGNAT — an explicit allowlist of networks, not a guess at what `ipaddress` means by "private", which calls the documentation ranges private and IPv6 loopback reserved. Every address a hostname resolves to must be in it, so a split answer does not squeak through, and the rule runs both when the endpoint is saved and before every outbound request, because a name that resolved to the LAN this morning can resolve elsewhere this afternoon. Known cloud hosts are named in the refusal so the error says why rather than looking like broken DNS. TLS is never traded against it: M1's shared trust context is intact on all four clients and there is no way to skip verification. The hardcoded 120-second model timeout is now a setting. That was not theoretical — on this GPU-less four-core host a cold load of qwen2.5:3b-instruct took 648.9 seconds to produce the first turn, while turns 2 to 5 of the same campaign took 3.6 to 13.1. Connect stays short at 10s so a wrong address still fails fast; the read timeout defaults to 300s and is bounded at 3600, because "wait longer" must stay a number. Two defects found while testing and fixed here. An unknown /api path fell through the SPA catch-all and came back as HTML with status 200, so a client asking for JSON parsed a web page instead of learning the route was gone. And AIDND_CORS_ORIGINS accepted "*", which on an unauthenticated loopback API would hand every page on the Internet a write handle on the campaign database; it now refuses to start. Verified rather than assumed. Offline, on a network with no route out and no DNS: five turns, retry with both takes retained, restart with an identical transcript digest, a failed model call leaving the accepted AI-turn count untouched, and a capture with zero non-loopback unicast packets. Against a real second machine on the LAN over HTTPS with a private CA: four turns, restart, and a capture showing 289 packets to the approved host, 344 loopback, zero anywhere else, zero DNS queries. Cloud and public endpoints refused with their reasons; no API key settable; every removed route 404. 604 backend tests pass, down from 648 by the fifteen retired with the subsystems they tested and up by the twenty-nine added for the endpoint policy and the removed surface. The scripting tests were not deleted: eight files used a JavaScript counter as instrumentation for the state snapshot and rollback machinery, which M2 does not touch, so the counter moved to the world-state engine and those tests still assert what they always did. Frontend lint and build are clean; the image builds, and its wheel-building stage is gone with quickjs. No M3 work. Undo is still destructive and there is still no Redo.
343 lines
14 KiB
Python
343 lines
14 KiB
Python
"""Playing a turn: the model call, the SSE stream, and the one-turn-at-a-time lock.
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Everything a test needs to intercept lives here, and other modules reach it as
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`turns.<name>` rather than importing it by value. That matters twice. The turn
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lock guards one set only while one module owns it. And a test that replaces
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`OpenAICompatibleProvider` or `generate_turn` patches this module, which every
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caller reads through.
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"""
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import threading
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from fastapi import Depends, HTTPException, Request
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from fastapi.responses import StreamingResponse
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from sqlalchemy.orm import Session
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from ... import (
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attempts, limits, memorybank, models, schemas, tree, worldstate,
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)
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from ...context import build_context, cursors
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from ...database import get_db
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from ...providers import OpenAICompatibleProvider, PromptParts, ProviderError
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from ...sse import SSE_HEADERS, sse, turn_error
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from ..settings import get_settings
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from .deps import CurrentUser, current_adventure, router
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from .nodes import _move_to_after, next_depth
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from .paging import annotate_takes
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def world_delta_of(snapshot: dict | None) -> dict | None:
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"""Returns the bulk-read slice of a context snapshot, for `Action.world_delta`.
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`context_snapshot` is deferred because it holds the whole assembled prompt.
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The parts that every action needs get their own small column instead: the
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world-change chips, the emit block replayed into history, and the refusal
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note fed back to the model. Update this function wherever a snapshot is
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written.
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Carry all three report lists, not just `applied`. `Action.world_changes`
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marks a chip from `clamped` and builds its refusal chips from `rejected`,
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and `worldstate.refusals` reads both. Storing `applied` alone left every
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consumer unable to tell a refused change from one that worked, which is the
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distinction this column exists to carry. The two extra lists are subsets of
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one turn's block, so they cost a few hundred bytes per action at most.
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"""
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ws = (snapshot or {}).get("world_state")
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if not isinstance(ws, dict):
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return None
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report = ws.get("report") or {}
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return {
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"delta": ws.get("delta") or {},
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"applied": report.get("applied") or [],
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"clamped": report.get("clamped") or [],
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"rejected": report.get("rejected") or [],
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}
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# One turn at a time per adventure. The set lives in memory, which is enough for
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# a single-process local app. Sync endpoints run in a threadpool, so the
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# check-and-add needs a lock. The check also has to run during the request
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# rather than when the SSE generator first runs. Otherwise two rapid requests
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# both pass the check and generate concurrently.
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_active_turns: set[int] = set()
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_active_turns_guard = threading.Lock()
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def acquire_turn_lock(adventure_id: int):
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"""Claims the adventure's turn slot atomically. `with_turn_lock` releases it."""
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with _active_turns_guard:
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if adventure_id in _active_turns:
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raise HTTPException(409, "A turn is already generating for this adventure.")
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_active_turns.add(adventure_id)
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async def with_turn_lock(adventure_id: int, gen):
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"""Wraps an SSE generator so that it releases the `acquire_turn_lock` lock."""
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try:
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async for event in gen:
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yield event
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finally:
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_active_turns.discard(adventure_id)
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def format_player_input(action_type: str, text: str) -> str:
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"""Formats player input the way AI Dungeon does."""
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text = text.strip()
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if action_type == "say":
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text = text.strip('"')
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if text and text[-1] not in ".!?…":
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text += "."
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return f'> You say "{text}"'
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if action_type == "do":
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if text.lower().startswith("you "):
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text = text[4:]
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if text and text[-1] not in ".!?…":
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text += "."
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return f"> You {text}"
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return text # The "story" type is appended as raw text.
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def action_json(action: models.Action, db: Session | None = None) -> dict:
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"""Serializes one action for the wire.
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Passing `db` fills in the pager numbers, and a turn that was just played must
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pass it. The attempt that turn created is often the second one at its
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coordinate, so the message needs a pager that the client cannot infer from a
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count of one. Without `db`, a retry showed no pager until the page reloaded.
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The adventure GET has the same requirement and builds its window a third way.
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"""
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if db is not None:
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annotate_takes(db, action.adventure_id, [action])
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return schemas.ActionOut.model_validate(action).model_dump(mode="json")
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async def generate_turn(
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adventure: models.Adventure,
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db: Session,
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user: models.User,
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retry_of: models.Action | None = None,
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):
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"""Streams the AI continuation as SSE, then stores the result.
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If `retry_of` is set, the result is stored as a sibling of that AI action, at
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the same turn and the same coordinate, and the discarded attempt stays where
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it was written. Before calling, the caller must roll the adventure back to
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the state before that turn. See `retry_action`. If this generator ends
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without saving, the rollback is undone, so the state cannot diverge from the
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text on screen.
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"""
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saved = False
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try:
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async for event in _generate_turn(adventure, db, user, retry_of):
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if event is _SAVED:
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saved = True
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continue
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yield event
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finally:
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if retry_of is not None and not saved:
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# The turn failed with a provider error, an empty reply, or a
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# disconnected client. No sibling was written, so the
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# attempt on screen is still the live one. Restore the state it
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# produced.
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attempts.restore_state(adventure, retry_of)
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db.commit()
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# `_generate_turn` yields this sentinel once the action is committed. It tells
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# the wrapper above to leave the rollback in place rather than reverse it.
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_SAVED = object()
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async def _generate_turn(
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adventure: models.Adventure,
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db: Session,
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user: models.User,
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retry_of: models.Action | None = None,
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):
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settings = get_settings(db, user)
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# On a retry, the attempt being replaced is still the live node of its turn,
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# because it stays live until a replacement exists. Filter it out of the
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# context. Otherwise the model reads the attempt it is replacing as
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# established story and writes a sequel to it.
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replacing_id = retry_of.id if retry_of is not None else None
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memories = await memorybank.retrieve_memories(
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adventure, settings, update_stats=True, exclude_action_id=replacing_id
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)
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system_text, story_text, snapshot = build_context(
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adventure, settings, memories, exclude_action_id=replacing_id
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)
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parts = PromptParts(system=system_text, story=story_text)
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provider = OpenAICompatibleProvider(
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settings.endpoint_url, settings.model, settings.api_mode
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)
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chunks: list[str] = []
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reasoning_chunks: list[str] = []
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try:
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async for kind, chunk in provider.generate(
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parts, temperature=settings.temperature, max_tokens=settings.max_output_tokens
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):
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if kind == "reasoning":
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reasoning_chunks.append(chunk)
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yield sse({"type": "reasoning", "text": chunk})
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else:
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chunks.append(chunk)
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yield sse({"type": "chunk", "text": chunk})
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except ProviderError as exc:
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yield turn_error(str(exc))
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return
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text = "".join(chunks).strip()
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# The model's literal reply, kept for the Insights "Raw AI output" view. It
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# still contains the world-state block, which the code below strips.
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raw_output = text
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if not text:
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# The model streamed reasoning but no story text, so it spent its whole
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# budget on reasoning. Report that rather than "empty response".
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if reasoning_chunks:
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detail = (
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"The model used its entire token budget on reasoning and returned no "
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'story text. Raise "Max output tokens" in Settings, set a "Reasoning '
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'max tokens" cap, or switch to a non-reasoning model.'
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)
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else:
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detail = "The AI returned an empty response."
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yield turn_error(detail)
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return
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# RPG world state (Phase 12): read the AI's state delta out of the reply,
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# apply it through the engine, and strip the block from the displayed text.
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#
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# A retry re-runs the same turn, so it is played at that turn's depth. The
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# cooldown rules run on a position in the story, and a second attempt at turn
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# 12 is still turn 12. This was `retry_of.index`, which held the same number
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# until SP4. Depth stays correct once a branch has its own numbering.
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ai_depth = retry_of.depth if retry_of is not None else next_depth(adventure)
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stat_schema = adventure.scenario.stat_schema if adventure.scenario else None
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if worldstate.has_schema(stat_schema):
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text, delta = worldstate.extract_delta(text)
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if not text.strip():
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yield turn_error("The AI returned only a state update and no story text.")
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return
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new_world_state, ws_report = worldstate.apply_delta(
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adventure.world_state, stat_schema, delta, ai_depth
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)
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adventure.world_state = new_world_state
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snapshot["world_state"] = {"delta": delta, "report": ws_report, "state": new_world_state}
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snapshot["raw_output"] = raw_output
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# The cost the endpoint reports for the call, including how much of the
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# prompt came from cache rather than being billed in full. This is recorded
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# per attempt, next to the prompt it priced.
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snapshot["usage"] = provider.last_usage
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reasoning = "".join(reasoning_chunks).strip() or None
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ai_action = models.Action(
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adventure_id=adventure.id,
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depth=ai_depth,
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type="ai",
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text=text,
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reasoning=reasoning,
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context_snapshot=snapshot,
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world_delta=world_delta_of(snapshot),
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)
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attempts.snapshot_outcome(adventure, ai_action)
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if retry_of is not None:
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attempts.add_attempt(db, adventure, retry_of, ai_action)
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db.add(ai_action)
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# The text at this coordinate changed, so anything derived from it no
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# longer describes the story. Withdraw the memory attached to the node
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# and return that stretch to both passes. Before SP4 this code was
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# unreachable, because the summarizer held the newest action back until
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# a turn landed on top of it. `memorybank.SETTLE_SLACK` keeps a memory
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# off the tip again, for cost rather than for correctness, so this is
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# now the rare case: undo or delete can carry a summarized node back to
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# the tip, and then a retry of it lands here. See `memorybank`.
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memorybank.forget_node(db, adventure, retry_of)
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cursors.rewind_all(adventure, retry_of.branch_id, ai_depth - 1)
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# Flush so the new attempt has an id. The session does not autoflush,
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# and attempts page in id order, so a read taken before this point puts
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# the newest attempt nowhere.
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db.flush()
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else:
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tree.place_action(db, adventure, ai_action)
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db.add(ai_action)
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adventure.updated_at = models.utcnow()
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db.commit()
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db.refresh(ai_action)
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yield _SAVED
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yield sse({"type": "done", "action": action_json(ai_action, db)})
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# Phase 6: schedule summarization and embedding without waiting for them.
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# The task opens its own database session.
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memorybank.schedule_post_turn(adventure)
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async def run_player_turn(
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adventure: models.Adventure,
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db: Session,
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payload: schemas.ActionCreate,
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user: models.User,
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preformatted: bool = False,
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):
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"""Plays a player's turn: their action, then the reply to it.
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`preformatted` means the text already carries the `> You ...` conventions and
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is written as-is. That applies when the player retakes a turn they already
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played (SP9). The editor is seeded with the stored text, which is already
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formatted, and a plain edit puts that same text in the box and writes it back
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verbatim. Formatting it a second time produces `> You > You ...`.
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"""
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# An empty do, say, or story action behaves as a continue.
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if payload.type != "continue" and payload.text.strip():
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formatted = (
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payload.text.strip() if preformatted
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else format_player_input(payload.type, payload.text)
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)
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player_action = models.Action(
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adventure_id=adventure.id,
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depth=next_depth(adventure),
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type=payload.type,
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text=formatted,
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)
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# The state this node leaves behind. The AI turn after it starts here,
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# and a retry of that turn rolls back to here.
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attempts.snapshot_outcome(adventure, player_action)
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tree.place_action(db, adventure, player_action)
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db.add(player_action)
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db.commit()
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db.refresh(player_action)
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# The new action was added through its foreign key, so the loaded
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# `adventure.actions` collection is stale. Without this expire,
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# `build_context` for the AI action does not see the player action
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# that was just saved.
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db.expire(adventure, ["actions"])
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yield sse({"type": "player", "action": action_json(player_action, db)})
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async for event in generate_turn(adventure, db, user):
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yield event
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@router.post("/{adventure_id}/actions")
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def create_action(
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adventure_id: int,
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payload: schemas.ActionCreate,
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request: Request,
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db: Session = Depends(get_db),
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user: models.User = CurrentUser,
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adventure: models.Adventure = Depends(current_adventure),
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):
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limits.check_row_cap("actions", db, user, adventure=adventure)
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acquire_turn_lock(adventure_id)
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try:
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_move_to_after(db, adventure, payload.after_id)
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except BaseException:
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_active_turns.discard(adventure_id)
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raise
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return StreamingResponse(
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with_turn_lock(adventure_id, run_player_turn(adventure, db, payload, user)),
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media_type="text/event-stream",
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headers=SSE_HEADERS,
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)
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