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.
208 lines
7.3 KiB
Python
208 lines
7.3 KiB
Python
"""Deleting a turn puts the shared state back.
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`world_state` belongs to the adventure, not to the node
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that changed them. Undo, retry, a take and a branch switch all restore them;
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the delete endpoint did not. Deleting an AI turn removed the text and left
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everything the turn did to the numbers standing.
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The visible symptom was the cooldown clock. It lives in
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`world_state._meta.last_changed` and it holds a depth. A deleted turn left
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its depth there, and the turn played in its place is played at that same
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depth, so the referee refused the change as one that had happened this very
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turn — on a turn the story no longer contains. Delete the AI reply because
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you did not like the stat change it proposed, press Continue, and the same
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change comes back refused as "changed too recently".
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python -m pytest tests/test_delete_state.py -v
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"""
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import pytest
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from fastapi import Depends
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from fastapi.testclient import TestClient
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from app import auth, limits, models
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from app.database import Base, SessionLocal, engine, get_db
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from app.main import app
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from app.routers import adventures
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from fakes import GOLD_SCHEMA, ScriptedProvider, gold_replies, gold_reply
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# `mana` carries a cooldown, so a clock that was not rolled back shows up as
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# a refusal rather than as a number that is merely off.
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SCHEMA = {
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"player": {
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"hp": {"min": 0, "max": 100, "initial": 100},
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"mana": {"min": 0, "max": 50, "initial": 50, "cooldown": 2},
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# The per-turn counter these tests measure rollbacks with. Unbounded and
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# uncapped on purpose, so every turn's +10 lands in full. See
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# `fakes.gold_reply`.
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"gold": {"min": 0, "max": 1_000_000, "initial": 0},
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}
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}
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# Ten gold a turn. A total that only ever climbs makes a missing rollback
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# obvious: it is off by exactly one turn's worth.
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DRAIN = 'Drained.\n```state\n{"player.mana": -10}\n```'
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# The same turn, also banking the per-turn counter the rollback tests measure.
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DRAIN_AND_GOLD = 'Drained.\n```state\n{"player.mana": -10, "player.gold": 10}\n```'
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@pytest.fixture()
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def client(monkeypatch):
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Base.metadata.create_all(bind=engine)
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setup = SessionLocal()
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user = models.User(is_guest=False, email="delstate@example.com")
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setup.add(user)
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setup.flush()
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setup.add(models.Settings(user_id=user.id, api_key="enc:dummy", model="test-model"))
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scenario = models.Scenario(user_id=user.id, title="S", stat_schema=SCHEMA)
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setup.add(scenario)
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setup.flush()
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adv = models.Adventure(
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user_id=user.id, title="Tower", scenario_id=scenario.id,
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world_state={"player": {"hp": 100, "mana": 50, "gold": 0}},
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)
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setup.add(adv)
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setup.flush()
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setup.add(models.Action(adventure_id=adv.id, type="start", text="You begin."))
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setup.commit()
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adv_id, user_id = adv.id, user.id
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setup.close()
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ScriptedProvider.replies = [DRAIN_AND_GOLD]
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ScriptedProvider.calls = 0
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monkeypatch.setattr(adventures.turns, "OpenAICompatibleProvider", ScriptedProvider)
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monkeypatch.setattr(limits, "check_row_cap", lambda *a, **k: None)
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def _current_user(db=Depends(get_db)):
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return db.get(models.User, user_id)
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app.dependency_overrides[auth.get_current_user] = _current_user
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c = TestClient(app)
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c.adv_id = adv_id
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try:
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yield c
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finally:
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app.dependency_overrides.clear()
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adventures.turns._active_turns.clear()
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Base.metadata.drop_all(bind=engine)
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# ------------------------------------------------------------------ helpers
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def _play(client, text="look around"):
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r = client.post(f"/api/adventures/{client.adv_id}/actions",
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json={"type": "do", "text": text})
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assert r.status_code == 200, r.text
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def _continue(client):
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r = client.post(f"/api/adventures/{client.adv_id}/actions",
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json={"type": "continue", "text": ""})
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assert r.status_code == 200, r.text
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def _delete(client, action_id):
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return client.delete(f"/api/adventures/{client.adv_id}/actions/{action_id}")
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def _state(adv_id):
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db = SessionLocal()
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try:
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adv = db.get(models.Adventure, adv_id)
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return (adv.world_state or {}).get("player", {}), adv.world_state
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finally:
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db.close()
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def _ai_rows(adv_id):
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db = SessionLocal()
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try:
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return (
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db.query(models.Action)
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.filter(models.Action.adventure_id == adv_id, models.Action.type == "ai")
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.order_by(models.Action.depth, models.Action.id)
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.all()
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)
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finally:
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db.close()
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def _last_changes(adv_id):
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db = SessionLocal()
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try:
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adv = db.get(models.Adventure, adv_id)
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return adv.actions[-1].world_changes
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finally:
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db.close()
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# ------------------------------------------------------- the reported bug
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def test_deleting_the_ai_turn_rewinds_the_world_state(client):
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_play(client)
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assert _state(client.adv_id)[1]["player"]["mana"] == 40
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_delete(client, _ai_rows(client.adv_id)[-1].id)
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_, world = _state(client.adv_id)
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assert world["player"]["mana"] == 50, "the drain went with the turn"
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assert not (world.get("_meta") or {}).get("last_changed"), "and so did its clock"
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def test_the_next_turn_is_not_refused_for_a_deleted_turn_s_cooldown(client):
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"""The bug as a player meets it: delete the reply, press Continue, and
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the change it proposes is refused as one that already happened."""
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_play(client)
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_delete(client, _ai_rows(client.adv_id)[-1].id)
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_continue(client)
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assert _state(client.adv_id)[1]["player"]["mana"] == 40, "the drain lands"
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assert [c for c in _last_changes(client.adv_id) if c["kind"] == "rejected"] == []
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def test_deleting_the_ai_turn_rewinds_the_counter(client):
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"""The same restore, seen through a value that only ever climbs. Without it
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a replayed turn stacks its effects on top of the deleted one's."""
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_play(client)
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assert _state(client.adv_id)[0]["gold"] == 10
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_delete(client, _ai_rows(client.adv_id)[-1].id)
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assert _state(client.adv_id)[0]["gold"] == 0
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_continue(client)
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assert _state(client.adv_id)[0]["gold"] == 10, "one turn of gold, not two"
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# ------------------------------------------------- deleting further back
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def test_deleting_a_turn_the_story_moved_past_leaves_the_tip_alone(client):
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"""A restore reads the tip's own outcome, not the deleted node's
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neighbour, so removing a turn from the middle of the story does not roll
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the numbers back to that point. The text goes; the state stays."""
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_play(client)
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_play(client, "press on")
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before = _state(client.adv_id)
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assert before[0]["gold"] == 20
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first_ai = _ai_rows(client.adv_id)[0]
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assert _delete(client, first_ai.id).status_code == 204
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assert _state(client.adv_id) == before
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def test_delete_is_blocked_while_a_turn_is_generating(client):
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"""The endpoint writes the shared state now, so it takes the same lock
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undo takes rather than racing the turn that is about to write it."""
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_play(client)
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action_id = _ai_rows(client.adv_id)[-1].id
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adventures.turns.acquire_turn_lock(client.adv_id) # a turn is "generating"
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try:
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assert _delete(client, action_id).status_code == 409
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# The refused delete must not have released someone else's lock.
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assert client.adv_id in adventures.turns._active_turns
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finally:
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adventures.turns._active_turns.discard(client.adv_id)
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assert len(_ai_rows(client.adv_id)) == 1, "and the turn is still there"
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