Undo deleted. It removed the trailing AI action and the player action in front of it, pruned the memories covering them, and let the tip fall back to whatever survived. That made it the one operation in the application that destroyed accepted story, and it was why there was no Redo: the turns to move forward into no longer existed. Phase 0B demonstrated the head-cursor alternative in a disposable spike; this is that concept as production code. backend/app/head.py is the whole of it. Three questions that used to be one — where the story is being read, how far it is retained, and where it opens — are now three functions, and every caller that moves the head or asks about it goes through this module. The spike put the fork check in the write path and left Retry and Add-take on the old one; sharing the rules is what stops that divergence coming back. lineage.Path now caps every entry at the head, so hiding the retained future costs nothing at the call sites: the transcript, the context builder, attempts.preceding and memory retrieval already funnelled through path_of and narrow together. Path.uncapped() is the deliberate exception, and only Redo and the fork check may use it. The memory bank needs no pruning for the same reason — a memory carries the coordinate of the node its block ends on, so one derived past the head falls outside the capped clause and becomes retrievable again on Redo without having been deleted and re-embedded. Undo alone does not fork. Moving the head is not a decision to abandon anything, since the user may be reading or about to Redo; the first write below the head is where the story states which continuation it means. A head already at the tip forks nothing, so a story that is never undone forks exactly as often as it did before and the branch table does not fill up with one branch per turn. Redo follows the lineage rather than choosing among branches, which is what invalidates it after a divergence with no flag to set or clear. Migrations 78 and 79 give a branch superseded_at and superseded_depth. Nothing reads them to decide behaviour — Redo is decided by the lineage, so a stale or hand-edited value here cannot make the story wrong. They exist so the cleanup and discarded-history features left to a later version have something to select on, and so a divergence is observable in a test. Deleting an action no longer drags a moved-back head forward to the recomputed tip, which would have silently redone the story. can_undo and can_redo ride on AdventureOut and ActionPage because the client can work out neither for itself: the campaign opening may be off the top of the loaded window, and the retained future is never sent to it. This is a checkpoint, not the finished milestone. 601 backend tests pass. Five still assert the destructive contract — they count rows after an undo and expect the story to be shorter — and need rewriting against the new one; the world-state assertions inside them already pass. Export and import do not yet carry the head coordinate, so a bundle still reopens at the deepest node and can silently redo an undone story, which is the Phase 0B finding this milestone exists to close. The browser has no Redo control yet. None of the M3 acceptance coverage (D01-D10, E01-E04, I01-I03, I07, L01-L02) is written. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01QF5TcoB86QADgjHz1GZe8u
305 lines
13 KiB
Python
305 lines
13 KiB
Python
"""M3: where the story is being read, and what moving that point costs.
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Undo used to delete. It removed the trailing nodes, let `tree.refresh_head`
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recompute the tip from what survived, and the story was wherever the rows ended.
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That made the head a derived value and made Redo impossible, because the turns it
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would have moved forward into were gone.
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The head is now a stored position that can sit behind the retained tip. Nothing
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is deleted, so three things that used to be the same question are now three
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different ones:
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* **the active head** — `adventure.head_branch_id` and `adventure.head_depth`,
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the end of the story being told. Every read of the story stops here, because
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`lineage.Path` caps every entry at it.
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* **the retained tip** — the deepest live node still on the lineage. Redo walks
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toward it. It is read through `Path.uncapped()`, and only this module and the
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divergence check may look at it.
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* **the opening** — the shallowest node on the story, which is the floor Undo
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may not pass.
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Everything that moves the head or asks a question about it lives here, so the
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turn engine, Retry, Add-take, Undo, Redo and Edit share one set of rules rather
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than four similar ones. The Phase 0B spike put the fork check in the write path
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and left Retry and Add-take on the old one, which is exactly the divergence this
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module exists to prevent.
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The state that belongs to a position is not recomputed. Every node carries the
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world state it left behind (`attempts.snapshot_outcome`), so moving the head is a
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row lookup plus `attempts.restore_state`, at any distance, in either direction.
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"""
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from sqlalchemy.orm import Session, undefer
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from . import attempts, models, tree
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from .context import lineage
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# The kinds of node a player writes. An undo or a redo steps over a whole turn,
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# which is one of these followed by the reply to it, so both ends need to agree
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# on what "a player's half of a turn" is.
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PLAYER_TYPES = ("do", "say", "story", "continue")
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# ------------------------------------------------------------------ reading
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def opening_depth(db: Session, adventure: models.Adventure) -> int | None:
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"""Returns the depth of the first node of the story, or None if there is none.
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This is Undo's floor. The Phase 0B spike moved the head to -1 and rendered an
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empty transcript, because its guard tested for a node of type `start` and an
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adventure opened with a player-written `story` action has none. Asking the
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path for its shallowest node needs no such special case: whatever the opening
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is called, it is the node with the smallest depth, and the story keeps it.
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The read is uncapped. The opening does not move when the head does, and
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capping would make the floor depend on where the head already is.
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"""
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return (
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db.query(models.Action.depth)
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.filter(
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models.Action.adventure_id == adventure.id,
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lineage.path_of(db, adventure).uncapped().clause(models.Action),
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)
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.order_by(models.Action.depth.asc(), models.Action.id.asc())
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.limit(1)
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.scalar()
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)
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def retained_tip(db: Session, adventure: models.Adventure) -> int | None:
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"""Returns the depth of the deepest live node still retained on this lineage.
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This is what the head would be if the story had never been undone, and it is
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what Redo can reach. It is not the head, and no read of the story may use it.
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"""
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return (
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db.query(models.Action.depth)
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.filter(
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models.Action.adventure_id == adventure.id,
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lineage.path_of(db, adventure).uncapped().clause(models.Action),
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)
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.order_by(models.Action.depth.desc(), models.Action.id.desc())
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.limit(1)
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.scalar()
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)
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def behind_tip(db: Session, adventure: models.Adventure) -> bool:
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"""Returns whether retained story sits past the head.
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This one predicate answers every "does this write need to fork?" question in
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the application. It is true exactly when the user has undone and not redone,
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which is the only situation in which writing can displace an accepted future.
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It is also what makes "is this turn the tip?" answerable again. Retry,
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Add-take and `stand_on` each decide between amending a turn in place and
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giving it a branch, and each used to ask `last_action`, which reads the
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*capped* path and therefore reports the node at the head as the newest one.
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Under a moved-back head that answer is wrong in the dangerous direction: it
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says a turn with an accepted future is a leaf, and amending it in place would
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leave that future descending from a take that is no longer live.
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"""
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tip = retained_tip(db, adventure)
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return tip is not None and tip > adventure.head_depth
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def node_at(
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db: Session, adventure: models.Adventure, depth: int
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) -> models.Action | None:
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"""Returns the live node at `depth` on the retained lineage, outcome loaded.
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The read is uncapped on purpose: Redo asks for a node it is about to move the
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head onto, which is by definition past the head at the time of asking. The
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outcome columns are undeferred because the only reason to fetch this row is
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to restore the state it left behind.
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"""
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return (
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db.query(models.Action)
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.filter(
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models.Action.adventure_id == adventure.id,
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lineage.path_of(db, adventure).uncapped().clause(models.Action),
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models.Action.depth == depth,
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)
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.options(
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undefer(models.Action.state_after),
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undefer(models.Action.world_state_after),
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)
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.order_by(models.Action.id)
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.first()
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)
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def redo_target(db: Session, adventure: models.Adventure) -> int | None:
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"""Returns the depth the head moves to on Redo, or None if there is nowhere.
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Redo steps over a whole turn, the same unit Undo steps back over, so a
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player's action and the reply to it move together. Landing between them would
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show the story an input with no answer and would leave the next Undo undoing
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half a turn.
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The walk is along the retained lineage, which is what makes Redo follow the
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continuation that was active rather than choosing among branches. After a
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divergence the new branch *is* the lineage, and the displaced future is no
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longer on it, so this returns None without having to know that a divergence
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happened. That is `STORY-BRANCH-SEMANTICS.md` §8 falling out of the lineage
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rather than being enforced by a flag.
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"""
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ahead = (
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db.query(models.Action)
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.filter(
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models.Action.adventure_id == adventure.id,
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lineage.path_of(db, adventure).uncapped().clause(models.Action),
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models.Action.depth > adventure.head_depth,
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)
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.order_by(models.Action.depth.asc(), models.Action.id.asc())
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.limit(2)
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.all()
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)
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if not ahead:
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return None
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first = ahead[0]
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if (
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first.type in PLAYER_TYPES
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and len(ahead) > 1
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and ahead[1].type == "ai"
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and ahead[1].depth == (first.depth or 0) + 1
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):
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return ahead[1].depth
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return first.depth
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def can_redo(db: Session, adventure: models.Adventure) -> bool:
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"""Returns whether an ordinary Redo is available from where the head is."""
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return redo_target(db, adventure) is not None
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def undo_target(
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db: Session, adventure: models.Adventure
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) -> tuple[int, models.Action] | None:
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"""Returns where Undo moves the head, and the first node it steps back over.
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None means there is nothing to undo, which is either an empty story or a head
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already resting on the opening. The caller turns that into a 400; this
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function does not raise, so that the same question can be asked without
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committing to undoing.
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A turn is the player's node plus the reply to it, and both move together for
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the reason given in `redo_target`. The player half is only claimed when it is
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directly in front of the reply, so a bare `continue`, which writes no player
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node, steps back over the reply alone.
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"""
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newest = (
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db.query(models.Action)
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.filter(
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models.Action.adventure_id == adventure.id,
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lineage.path_of(db, adventure).clause(models.Action),
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)
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.order_by(models.Action.depth.desc(), models.Action.id.desc())
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.limit(2)
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.all()
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)
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if not newest:
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return None
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last = newest[0]
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first_stepped = last
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before = newest[1] if len(newest) > 1 else None
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if (
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last.type == "ai"
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and before is not None
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and before.type in PLAYER_TYPES
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and before.depth == (last.depth or 0) - 1
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):
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first_stepped = before
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floor = opening_depth(db, adventure)
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if first_stepped.depth is None or floor is None:
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return None
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if first_stepped.depth <= floor:
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# Stepping back over this turn would hide the opening of the campaign,
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# which is the pre-campaign state `STORY-BRANCH-SEMANTICS.md` §4 stops
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# at. The floor is the opening node itself rather than depth -1, so an
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# adventure that opens on a player-written `story` action stops in the
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# same place as one that opens on a `start` node.
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return None
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return first_stepped.depth - 1, first_stepped
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def can_undo(db: Session, adventure: models.Adventure) -> bool:
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"""Returns whether an ordinary Undo is available from where the head is."""
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return undo_target(db, adventure) is not None
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# ------------------------------------------------------------------ writing
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def move_to(db: Session, adventure: models.Adventure, depth: int) -> None:
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"""Moves the active head to `depth` and restores the state recorded there.
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This is the whole of Undo and Redo. Nothing is deleted, nothing is
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recomputed, and the direction of travel does not matter: the node at the
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destination carries the world state it left behind, so arriving from in front
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of it and arriving from behind it restore the same value.
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A destination with no node — the head resting one step in front of the
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opening — leaves the live state alone, which is `attempts.restore_state`'s
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rule for a missing snapshot and the reason it is not this function's job to
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invent an empty one.
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"""
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adventure.head_depth = depth
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attempts.restore_state(adventure, node_at(db, adventure, depth))
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def fork_if_behind_head(db: Session, adventure: models.Adventure) -> bool:
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"""Gives the story a new branch when a write would displace a retained future.
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Returns whether a branch was created, which is what a caller reports as a
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divergence.
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Called before every write that continues the story, and it does nothing on
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the ordinary path where the head is already at the tip. That is the property
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worth keeping: a story that is never undone forks exactly as often as it did
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before M3, so the branch table does not fill up with one branch per turn.
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Undo alone must not fork. Moving the head is not a decision to abandon
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anything — the user may be reading, or about to Redo. Only the first write
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below the head states which continuation they mean, which is
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`STORY-BRANCH-SEMANTICS.md` §8 and §20 and what makes Redo survive an Undo.
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`tree.branch_at` leaves the departed branch exactly as it is: its nodes stay
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live, at their depths, on their branch. The new branch inherits the story up
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to the head and owns everything written from here, so the displaced future
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remains reachable through the branch it was written on.
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"""
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if not behind_tip(db, adventure):
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return False
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departed = lineage.branch_of(db, adventure)
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at_depth = adventure.head_depth
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tree.branch_at(db, adventure, at_depth)
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if departed is not None:
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mark_superseded(departed, at_depth)
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return True
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def mark_superseded(branch: models.Branch, depth: int) -> None:
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"""Records that this branch's story past `depth` was displaced.
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`DATA-MODEL.md` §5 gives a branch a disposition of active, retained or
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disposable. This is that disposition, stored as the fact that produced it
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rather than as a word: the depth the story left at, and when. A branch with
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no `superseded_at` is active; one with a value has retained history past that
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depth which no active head is reading.
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Nothing in the application reads these columns to make a decision, and that
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is deliberate. Redo is decided by the lineage, not by a flag, so a stale or
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hand-edited value here cannot make the story wrong. They exist so that the
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cleanup and discarded-history features `STORY-BRANCH-SEMANTICS.md` §28 and
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§29 leave to a later version have something to select on, and so that a
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divergence is observable in a test.
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The shallowest departure wins. A branch left at depth 9 and later left again
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at depth 4 has retained history from 4 onward, and recording the later, deeper
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value would understate what was displaced.
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"""
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if branch.superseded_depth is None or depth < branch.superseded_depth:
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branch.superseded_depth = depth
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if branch.superseded_at is None:
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branch.superseded_at = models.utcnow()
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