The README says what the project does; nothing said why any of it works the way it does. This adds design notes written to be read end to end: each section states the decision, the reasoning, and what it cost. docs/GUIDE.md is the readable source. docs/guide.html is the same material as a self-contained reading page for the project site — no webfonts, no scripts beyond a progress rail, so it also works saved to disk and opened offline. Covers the context budget allocator, the propose-and-referee world-state engine, the measured length-hint result, the memory bank's settled-action and cursor rules, the two coordinate systems behind the summarization bugs, the retry variant machinery, the egress fix, and the demo-key pinning. Closes with the measured numbers, the known limitations, and a pointer to the cleanup backlog in self-review.md. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PoBAfwRzHozF2bhZumxjPk
915 lines
43 KiB
Markdown
915 lines
43 KiB
Markdown
# AI D&D — design notes
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How the engine works and why it is built this way. The README covers what the project does
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and how to run it; this covers the reasoning behind the parts that had a real choice in
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them.
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Part 1 is the AI layer, which is where most of the design effort went. Parts 2 and 3 are
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what makes it a service rather than a demo. Part 4 is the web plumbing, kept short.
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---
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## Contents
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- [Part 0 — Orientation](#part-0--orientation)
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- [Part 1 — The AI layer](#part-1--the-ai-layer)
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- [1.1 The turn pipeline](#11-the-turn-pipeline)
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- [1.2 Context assembly is a budget problem](#12-context-assembly-is-a-budget-problem)
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- [1.3 World state: the AI proposes, Python referees](#13-world-state-the-ai-proposes-python-referees)
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- [1.4 Output length, by measurement](#14-output-length-by-measurement)
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- [1.5 The memory bank](#15-the-memory-bank)
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- [1.6 Streaming](#16-streaming)
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- [1.7 The scripting sandbox](#17-the-scripting-sandbox)
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- [1.8 Why there is no agent framework](#18-why-there-is-no-agent-framework)
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- [Part 2 — Data and correctness](#part-2--data-and-correctness)
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- [Part 3 — Production concerns](#part-3--production-concerns)
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- [Part 4 — The web plumbing, briefly](#part-4--the-web-plumbing-briefly)
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- [Part 5 — Measured results and known limitations](#part-5--measured-results-and-known-limitations)
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---
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# Part 0 — Orientation
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## What the thing is
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An AI Dungeon clone. You write a scenario, then play an open-ended text adventure where a
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language model narrates the world. You type "I open the door", the model writes what
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happens next, and it remembers what came before.
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Three things make it more than a chat wrapper:
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1. **A context engine.** The model has a limited input window. The app decides, every
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single turn, which pieces of the story get to be in the prompt and which get dropped.
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2. **A world-state engine.** The scenario declares stats (`hp`, `trust`, `day`). The model
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proposes changes to them each turn; a Python engine decides what actually sticks.
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3. **A scripting sandbox.** Real AI Dungeon JavaScript scripts import and run, inside an
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embedded QuickJS interpreter.
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Runs locally against Ollama for free, or hosted against any OpenAI-compatible endpoint.
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## The stack, and what each part is doing
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| Piece | What it does here |
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|---|---|
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| **FastAPI** (Python) | The HTTP server. Every URL like `/api/adventures/3/actions` maps to a Python function. Also does the SSE streaming. |
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| **SQLAlchemy** | The ORM. `Adventure`, `Action`, `Memory` are Python classes; SQLAlchemy turns them into tables and turns attribute access into `SELECT`s. |
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| **SQLite / Postgres** | The database. SQLite is a single file on disk (local). Postgres is a server (hosted, on Neon). Same code talks to both. |
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| **React** (JavaScript) | The UI. Describes what the screen should look like for a given state; when the state changes it re-renders. |
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| **Vite** | The frontend build tool and dev server. Bundles React into plain JS the browser can load. |
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| **httpx** | The HTTP client used to call the model endpoint. |
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| **tiktoken** | Counts tokens, so the budgeting is arithmetic rather than a guess. |
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| **QuickJS** | A small embeddable JavaScript engine, used as a sandbox for user scripts. |
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The whole thing is one process in production: FastAPI serves the API *and* the built React
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files from the same port.
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## The shape of one request
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```
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you tap "Do"
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→ browser sends POST /api/adventures/3/actions {type:"do", text:"open the door"}
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→ FastAPI route: check ownership, rate limit, turn lock
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→ assemble the prompt
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→ POST to the model endpoint with stream=true
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→ tokens come back one at a time
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→ each token is forwarded to the browser as a Server-Sent Event
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→ React appends it to the screen as it arrives
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→ when the stream ends: parse the state block, referee it, save the action
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```
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---
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# Part 1 — The AI layer
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## 1.1 The turn pipeline
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Everything that happens between "player pressed a button" and "text is on screen".
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Source: `backend/app/routers/adventures.py` (`_generate_turn`).
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```
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player input
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→ onInput script hook (user JS may rewrite or block it)
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→ store the player action
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→ retrieve memories (embed recent story, cosine-rank the bank)
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→ snapshot script + world state (so undo/retry can roll back)
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→ build_context() (the budget allocator)
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→ onModelContext script hook (user JS may rewrite the whole prompt)
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→ snapshot the exact prompt (for the Insights panel)
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→ provider.generate() (streamed, token by token)
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→ onOutput script hook
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→ extract the fenced state block, referee the delta, strip it from the prose
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→ save the action
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→ fire-and-forget: summarize + embed in the background
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```
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Two design choices are visible in that list before any of the details.
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**The prompt is snapshotted, not reconstructed.** Every AI action stores the exact text
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that was sent to the model. That's what powers the Insights panel — open any turn and see
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each context component, its token cost, and why it was included. It's also what makes
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prompt bugs findable. The cost is storage (~74 KB per turn), which turns into a real
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performance problem later — see [2.5](#25-the-189x-egress-fix).
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**Snapshots happen before the model call, not after.** `state_before` and
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`world_state_before` are stapled onto the action *before* the hooks and the delta run.
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That's the entire mechanism behind undo and retry actually rewinding rather than just
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deleting text.
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---
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## 1.2 Context assembly is a budget problem
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Source: `backend/app/context/builder.py`.
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### The problem
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The model can only read so much. Say the budget is 8,000 tokens. A 200-turn adventure has
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far more story than that. Something has to be dropped, and *what* gets dropped decides
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whether the story stays coherent.
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### The naive version
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Send the last N turns. That breaks in two directions: N turns of short exchanges wastes the
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window, and N turns of long ones overflows it. It also throws away the things that matter
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most — the premise, the character sheet, the fact that you promised the innkeeper you'd
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return.
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### What this app does
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Split the prompt into **fixed** sections and **elastic** ones.
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Fixed (always included, whatever they cost):
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| Section | What it is |
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|---|---|
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| `narrator` | The system prompt — how to write. |
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| `world_state_guide` | The stat legend: what each stat means, its range, its bands. |
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| `world_state` | Current values of every stat, plus NPCs in scene. |
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| `world_state_rule` | How to report changes. |
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| `ai_instructions` | Per-adventure steering. |
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| `plot_essentials` | AI Dungeon's "Memory" — the premise. |
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| `story_summary` | The auto-maintained running summary. |
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| `used_memories` | Top-K retrievals from the memory bank. |
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Elastic (fit into what's left):
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| Section | Rule |
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|---|---|
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| `world_lore` | Story cards triggered by keywords in recent text. Capped at 40% of the remaining budget. |
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| `history` | Story turns, newest first, until the budget runs out. |
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The algorithm is three lines of arithmetic:
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```python
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reserved = sum of every fixed section + author's note + length hint + reminder
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available = max(256, context_token_budget - reserved)
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```
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Then cards spend up to `available * 0.4`, and history spends `available - cards_used`,
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filling backwards from the newest turn.
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### The details that are decisions
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**Cards are capped at 40% of the elastic budget.** Story cards are triggered by keyword
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match, so a scene mentioning six named things could pull in six lore entries and leave no
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room for the story itself. The cap makes the failure mode "some lore is missing" instead
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of "the model has no idea what just happened". Cards that don't fit are still *reported*
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to Insights with `included: false`, so the UI can show the lore that got squeezed out.
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**History fills newest-first and stops.** Oldest turns fall out. This is the right
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direction because the old material is not actually lost — it has been summarized into
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memories and the running summary, which are in the fixed section.
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**If even the single newest turn is over budget, it gets hard-truncated** rather than
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dropped. A prompt with no story at all would produce nonsense; a prompt with the tail end
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of the last turn produces something.
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**The author's note is injected 3 actions from the end**, not at the top.
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`AUTHORS_NOTE_DEPTH = 3`. Instructions placed near the end of a prompt have more influence
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on what comes next than instructions at the top — recency. The author's note is a steering
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control ("keep it tense"), so it goes where steering works.
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**The world-state reminder goes dead last.** The full emit rule lives up in the system
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block, hundreds of tokens away from where the model starts writing. A one-line reminder
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occupies the final slot. Same recency logic, applied to the thing most likely to be
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forgotten.
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**Past AI turns get their state block re-attached.** The state block is stripped from the
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text before it's stored, so a replayed history would show the model twenty of its own past
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turns that *contain no state block* — which teaches it, by imitation, to stop emitting one.
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So `_history_text()` reconstructs the block from the stored delta and re-appends it when
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building history. The model sees its own pattern and keeps following it.
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### The performance trap hiding in this
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Building the context needs the newest ~6,000 tokens of story. The obvious implementation
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reads `adventure.actions` — which loads every row of the adventure — and then throws 90%
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of it away. At turn 200 that was 839 KB of database reads to use maybe 70 KB, and it grew
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every single turn.
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`backend/app/context/history.py` fixes it by serving three shapes directly from SQL: a
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tail, a slice, and a count. `window_covering()` fetches the newest 32 actions, measures
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their real token count, and if that's short of the budget it *projects* how many more it
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needs from the average length just measured rather than blindly doubling:
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```python
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average = tokens / len(actions)
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projected = int(budget / average * 1.15) + 8
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```
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Each round fetches only what it doesn't already hold, so no row is read twice. Result: the
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same turn costs 129 KB instead of 839 KB, and stops growing at around turn 50 — the cost
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is bounded by the context budget instead of by the length of the story.
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There's a second rule in that module worth naming: **if the actions are already loaded in
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memory, slice them instead of querying.** The scripting pipeline hands the whole history to
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user scripts (AI Dungeon's API requires it), so on a scripted adventure the rows are
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already there — issuing a query beside them would mean paying twice.
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---
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## 1.3 World state: the AI proposes, Python referees
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Source: `backend/app/worldstate/engine.py`, `plan/12-phase-rpg-world-state.md`.
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### The problem
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You want an RPG layer — hit points, trust, quest progress. Who owns the numbers?
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### Three options, and why two lose
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**Option A: a deterministic dice engine.** The player types "attack the goblin", the
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engine rolls, applies damage, and the model narrates the result. This is what a real RPG
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does. It loses here because the action space is unbounded — the player can type anything,
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and mapping arbitrary natural language onto a fixed rules system is a harder problem than
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the one being solved.
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**Option B: the model owns the numbers.** Let it track hp in the prose and trust it. This
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fails immediately. Models are bad at arithmetic, worse at remembering a number across
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twenty turns, and completely unable to obey their own frequency rules — tell one "only
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change this every 5 turns" and it will change it every turn.
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**Option C, chosen: the model proposes, the engine disposes.** The model narrates and
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appends a JSON delta of what changed. Python validates and clamps it before anything is
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stored.
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````
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narration: "The blade catches your shoulder. Gwen shouts and drags you back."
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```state
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{"player.hp": -15, "npc.gwen.trust": 5, "milestones.escaped": true}
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```
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````
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The engine then applies, in order:
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| Rule | What it stops |
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|---|---|
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| Path must exist in the schema | Hallucinated stats |
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| Value must be the right type | `"a lot"` instead of `-15` |
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| Cooldown | Changing a stat more often than the scenario allows |
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| Counters can't decrease | The in-game day going backwards |
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| `max_delta_per_turn` | Losing 90 hp to a stubbed toe |
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| Clamp to `min`/`max` | Negative hp, trust above 100 |
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| Milestones are sticky, `true` only | Un-completing a quest |
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| Flags are two-way booleans | (Deliberately unrestricted — that's what flags are for) |
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Everything it rejects is *reported*, not silently swallowed — the Insights panel shows
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applied, clamped and rejected paths per turn, and the chip under each narration shows what
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actually changed.
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### The reliability mechanism: word bands
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A stat can carry **bands**:
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```json
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"hp": { "min": 0, "max": 100, "initial": 100,
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"bands": [[0,20,"very weak"],[20,40,"hurt"],[40,60,"minor damage"],
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[60,90,"healthy"],[90,100,"full health"]] }
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```
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Two things use them. The live state block shows the current band label — `hp 55/100 (minor
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damage)` — so the model reads a *word*, not just a number. And the stat guide shows the
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whole ladder once per turn, so the model can see the full scale it's reasoning across.
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The point: models reason well over semantics and badly over arithmetic. "He's badly hurt,
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so a solid hit should take him to very weak" is a judgement a model can make. "55 minus 22
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is 33" is one it will get wrong often enough to matter.
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### The failure philosophy
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Nothing in the world-state engine raises. A malformed delta returns `{}` and the turn
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continues. The parser is deliberately tolerant — it strips trailing commas and leading `+`
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signs on numbers, both of which weaker free models emit and strict JSON rejects. It accepts
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a fence labelled `state`, one labelled `json`, or an unlabelled one, and falls back to a
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bare JSON object hugging the end of the text — but only if it parses into something that
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looks like a delta, so prose ending in `}` is never eaten.
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This matters because the hosted demo runs on free-tier models. A stricter parser would mean
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a good model works and a free one doesn't.
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### One call, not two
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The model narrates *and* emits the delta in a single request. The alternative — narrate,
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then a second call to extract structured state — is more reliable per call and costs twice
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the latency and twice the rate-limit budget. On the free tier (20 requests/minute) that
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would halve the playable turn rate. The tolerant parser plus the terminal reminder was the
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cheaper way to buy the same reliability.
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---
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## 1.4 Output length, by measurement
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### The problem
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`max_output_tokens` is a hard wall the endpoint enforces mid-sentence. Hit it and whatever
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is being written gets cut off. Since the state block is emitted *last*, the state block is
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what gets lost. The turn narrates fine and silently records nothing.
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### First attempt
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Tell the model its budget: *"keep this turn under about N words"*.
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### What the measurement showed
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Average turn length went from **174 words to 246** — every run longer than every unhinted
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run (n=5). Phrased as a budget, the number reads as a *target to fill*. The hint pushed
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turns toward the very wall it existed to protect.
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### The fix
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Phrase it as a ceiling, and say explicitly that a typical turn is much shorter:
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```
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[Hard limit: this turn must not exceed 412 words. Write only as much as the
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moment needs — a typical turn is much shorter. Finish the narration and append
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the state block well inside the limit.]
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```
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Average came back to 170 words, and the state block survived at tight caps.
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### And the arithmetic around it
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```python
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words = int((max_output_tokens - 50) * 0.75 * 0.90)
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```
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- `- 50` (`LENGTH_HEADROOM`) — tokens held back for the state block itself.
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- `* 0.75` (`WORDS_PER_TOKEN`) — models can't count their own tokens, but they do follow a
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word budget. English prose is roughly 0.75 words per token.
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- `* 0.90` (`LENGTH_BUFFER`) — a word budget is a suggestion the model overshoots; the cap
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it protects is a hard wall. Aim 10% short so the overshoot lands in slack.
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- Below 40 words the hint is dropped entirely — it stops earning its tokens.
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---
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## 1.5 The memory bank
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Source: `backend/app/memorybank.py`.
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### The problem
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Story history falls out of the context window as the adventure grows. Turn 4 said you
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promised the innkeeper you'd return. At turn 90 that's long gone from the prompt — but if
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you walk back into the inn, it should come back.
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### The three layers
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```
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raw turns → memories → story summary
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(verbatim) (every 6 turns) (rewritten every 15 turns)
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↓
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embeddings → cosine similarity → top-K into the prompt
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```
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| Layer | Cadence | Purpose |
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|---|---|---|
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| **Memory** | Every 6 actions, starting at 12 | One or two past-tense sentences of concrete fact. |
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| **Story summary** | Every 15 actions | A single ≤250-word overview of the whole plot, rewritten by folding in the new memories. |
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| **Retrieval** | Every turn | Embed the last 4 actions (≤600 tokens), cosine-rank the bank, inject the top K (default 5). |
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Retrieval is the part that answers the innkeeper problem: the promise is a memory, the
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memory has a vector, walking into the inn produces a query vector near it, and it comes
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back into the prompt.
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### The decisions inside it
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**Only *settled* actions get summarized.** The newest action is always held back one turn.
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Reason: only the last action can be retried. If a memory summarized the newest action and
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the player then retried it, the memory would describe narration that no longer exists — and
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because its cursor has already advanced, it would never be regenerated. Holding one action
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back costs a turn of latency and makes that state unreachable.
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**Cursors only advance on success.** Every AI call in this module is best-effort. If
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summarization fails, the function returns and the cursor is unchanged, so the same block is
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retried on a later turn. There is no retry loop, no dead-letter queue, no backoff — the
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cadence *is* the retry mechanism. Failures are logged to the debug page.
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**Summarization is fire-and-forget, in a background task with its own DB session.** The
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player's turn is already on screen; making them wait for a summarization call would add a
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second or two of latency to every sixth turn for no visible benefit. The task holds strong
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references to itself (the event loop only keeps weak ones, so a fire-and-forget task can
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otherwise be garbage-collected mid-run) and a per-adventure guard set stops two from
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overlapping.
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**Pinned memories count toward `top_k`.** Pinned ones are always injected; unpinned ones
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fill up to `top_k - len(pinned)`. Without that, 6 pinned memories plus `top_k=5` injects 11
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and blows the budget the whole context engine exists to respect.
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**A dimension mismatch scores 0.0, it doesn't crash.** If the user changes their embedding
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model, old 768-dim vectors get compared against a new 1536-dim query. `zip()` would happily
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truncate and score garbage silently. An explicit length check returns 0.0 instead.
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**Eviction is LRU-ish, and evicted memories are kept.** Over capacity (default 200), the
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least-used, least-recently-used unpinned memories are marked `forgotten` rather than
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deleted — so the UI can still show them and you can un-forget one.
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**Background calls never spend the shared demo key.** The summarization and embedding
|
||
providers are built directly from the user's own settings and never from the demo config,
|
||
and their call sites are skipped when the turn is running on the demo key. Summarization is
|
||
unmetered background spend; the demo key is server-funded. Both facts together would be a
|
||
bill.
|
||
|
||
---
|
||
|
||
## 1.6 Streaming
|
||
|
||
The model produces tokens one at a time. Waiting for the whole reply before showing
|
||
anything makes a 20-second generation feel broken.
|
||
|
||
**Server-Sent Events (SSE)** is the mechanism: an HTTP response that stays open and pushes
|
||
`data: {...}` lines as they become available. It's one-directional (server → browser),
|
||
which is exactly what's needed here — WebSockets would be a bidirectional connection for a
|
||
unidirectional problem.
|
||
|
||
The chain:
|
||
|
||
```
|
||
model endpoint --SSE--> FastAPI --SSE--> browser --> React state --> screen
|
||
```
|
||
|
||
FastAPI reads the provider's stream, and for each chunk yields
|
||
`data: {"type":"chunk","text":"..."}`. The frontend reads the response body with a
|
||
`ReadableStream` reader, buffers on `\n\n` boundaries, and dispatches each parsed event.
|
||
|
||
Event types: `player` (the stored player action), `reasoning` (thinking-model traces, which
|
||
stream into a separate collapsible panel with their own token budget), `chunk` (story
|
||
text), `stopped` (a script blocked the turn), `error`, `done`.
|
||
|
||
Two production details that only show up when hosted:
|
||
|
||
- `X-Accel-Buffering: no` — nginx-style reverse proxies buffer responses by default, which
|
||
turns a stream into one big delivery at the end. This header tells them to flush each
|
||
event.
|
||
- The security-headers and body-size middlewares are written as **pure ASGI** rather than
|
||
Starlette's `BaseHTTPMiddleware`, because the latter buffers the response body and would
|
||
break streaming.
|
||
|
||
**The empty-reply case is diagnosed, not reported as "empty".** If a reasoning model
|
||
streams thinking but no story text, it spent its whole budget thinking — the error says so
|
||
and tells you which three settings to change.
|
||
|
||
---
|
||
|
||
## 1.7 The scripting sandbox
|
||
|
||
Source: `backend/app/scripting/`.
|
||
|
||
Real AI Dungeon scripts are JavaScript files defining `modifier(text)` and calling it as
|
||
the last line, with globals like `state`, `history`, `storyCards`. To be compatible, this
|
||
app runs the same contract in an embedded **QuickJS** interpreter.
|
||
|
||
The safety properties are mostly structural:
|
||
|
||
| Property | How |
|
||
|---|---|
|
||
| No filesystem, network, or process access | QuickJS has none by default — nothing was removed, nothing was added |
|
||
| Memory cap | 16 MB per run |
|
||
| CPU cap | 2 seconds per run |
|
||
| No shared state between runs | A fresh `Context` per hook execution |
|
||
| A broken script can't break a turn | Every failure comes back as `.error` with text/state/cards unchanged; the pipeline logs it and continues |
|
||
|
||
Data crosses the boundary as JSON — Python serializes `{state, text, history, storyCards,
|
||
info}` in, and the script's results out. There is no object bridge to exploit.
|
||
|
||
One deliberate bug-compatibility: `addStoryCard` returns the new card's *index*, so the
|
||
first card returns `0`, which is falsy, so `if (!addStoryCard(...))` misfires. That's
|
||
upstream AI Dungeon's behaviour. It's documented in the code and left alone, because
|
||
matching real scripts is the whole point of the feature.
|
||
|
||
---
|
||
|
||
## 1.8 Why there is no agent framework
|
||
|
||
Graph-based agent frameworks (LangGraph and similar) earn their complexity with
|
||
**branching, cyclic, multi-step control flow** — a graph of nodes where the path depends on
|
||
what the model decides, with loops, retries, tool calls, and persisted state between steps.
|
||
|
||
This turn pipeline is a **fixed linear sequence with exactly one model call**. There is no
|
||
routing decision, no tool selection, no loop. The "graph" is:
|
||
|
||
```
|
||
hook → retrieve → build → hook → call → hook → referee → store
|
||
```
|
||
|
||
Every turn takes that path. Adding a graph framework would mean carrying its state
|
||
abstraction, its serialization model, and its debugging surface to express a straight line.
|
||
|
||
There is also a specific reason a framework's context handling wouldn't fit: **the
|
||
budgeting logic is the product.** Buffer-window and summary-memory abstractions are
|
||
opinionated about how to fit history into a window. Here the Insights panel exposes each
|
||
context component, its token cost, and the trigger word that pulled it in — which means the
|
||
assembly has to be explicit and inspectable.
|
||
|
||
**When it would be the right call:** if the design went toward the two-call version —
|
||
narrate, then a separate structured-extraction step, with a retry branch when extraction
|
||
fails and a tool-calling path for dice — that is a graph, and hand-rolling it would get
|
||
ugly fast.
|
||
|
||
---
|
||
|
||
# Part 2 — Data and correctness
|
||
|
||
## 2.1 The domain model
|
||
|
||
```
|
||
User
|
||
├─ Scenario (the template) ── stat_schema, prompt, memory, author's note
|
||
│ └─ StoryCard, Script
|
||
└─ Adventure (the playthrough) ── world_state, script_state, cursors
|
||
├─ Action (one story entry) ── text, context_snapshot, variants, state_before
|
||
├─ StoryCard (its own copy)
|
||
├─ Memory (text, embedding, source_start/end, use_count)
|
||
└─ AdventureScript
|
||
```
|
||
|
||
**The decision that shapes everything: template vs instance.** A scenario declares what
|
||
stats *exist*; an adventure holds what they *are* right now. Creating an adventure copies
|
||
the scenario's story cards, scripts and plot fields into it, so editing a scenario later
|
||
never mutates a game in progress. (There's an explicit opt-in "Update from scenario" flow
|
||
for when you *do* want that, which diffs the two and shows you what would change.)
|
||
|
||
Same reasoning as instantiating a class: shared definition, independent state.
|
||
|
||
## 2.2 Two coordinate systems, and the bug class they create
|
||
|
||
The subtlest thing in the codebase.
|
||
|
||
There are two ways to identify an action:
|
||
|
||
- **`Action.index`** — a stable number stored on the row. Gaps appear when actions are
|
||
deleted.
|
||
- **Position** — where an action sits in the filtered, index-ordered list of *story*
|
||
actions (non-empty text only). Shifts whenever anything before it is deleted.
|
||
|
||
The memory cursors (`memory_cursor`, `summary_cursor`) are **positions**.
|
||
`Memory.source_start` / `source_end` are **`Action.index` values**.
|
||
|
||
The two spaces are identical until the first deletion, and diverge forever after. Mixing
|
||
them means summarization silently skips or duplicates blocks — no crash, no error, just a
|
||
memory describing the wrong turns.
|
||
|
||
Three things hold it together:
|
||
|
||
1. `history.position_of_index()` is the explicit translation between the spaces, and every
|
||
crossing goes through it.
|
||
2. `note_action_removed()` is called *before* a delete: if the removed action sat before a
|
||
cursor, the cursor decrements, so an unsummarized action can't slide into the
|
||
"already covered" range and be skipped forever.
|
||
3. One definition of "story action", written twice — `_STORY_TEXT` in SQL and
|
||
`is_story_text()` in Python — with a comment on both saying to keep them in step. The
|
||
SQL version folds newlines and tabs into spaces before `trim()`, because SQLite's and
|
||
Postgres' single-argument `trim()` only strips spaces while Python's `.strip()` also
|
||
drops newlines. An action of nothing but a newline would otherwise count as story text
|
||
in one and not the other, and every cursor after it would be off by one.
|
||
|
||
## 2.3 Undo and retry that actually rewind
|
||
|
||
Most implementations of undo delete the last message. That's wrong here, because a turn
|
||
mutates three things: the text, the scripting scoreboard (`script_state`), and the RPG
|
||
stats (`world_state`).
|
||
|
||
**The mechanism:** every action carries `state_before` and `world_state_before` — deep
|
||
copies taken before the turn's hooks ran. Undo restores from them. Retry rolls back to
|
||
them, then regenerates.
|
||
|
||
**Retry keeps every attempt.** Instead of deleting and replacing, the row survives and each
|
||
attempt is appended to `Action.variants`; `variant_index` names the live one. The UI shows
|
||
`‹ 2/3 ›` and you can page back to a discarded take. A variant stores only what differs
|
||
between attempts — the narration, its reasoning trace, and the state it produced — never
|
||
the assembled prompt, which is identical across attempts of the same turn and is by far the
|
||
biggest thing in the snapshot.
|
||
|
||
Three details that are easy to get wrong:
|
||
|
||
**The row being retried is excluded from its own context.** It's still attached to the
|
||
adventure (it holds the variant history), so without `exclude_action_id` the model would be
|
||
shown the attempt it's replacing as established story and would write a continuation of it
|
||
instead of a replacement.
|
||
|
||
**A retry reuses the turn's index**, not the next one. Cooldowns are measured in action
|
||
indexes, so using `next_index()` would advance the clock the cooldown rules run on and a
|
||
retry would quietly unlock stats that should still be on cooldown.
|
||
|
||
**If the regeneration fails, the rollback is reversed.** `generate_turn` wraps the
|
||
generator in a `try/finally`: if it ends without saving — a provider error, an empty reply,
|
||
a script `stop`, or the browser hanging up — the previous variant is put back in charge.
|
||
Otherwise the state on the server would drift from the text still on the user's screen.
|
||
|
||
## 2.4 The turn lock
|
||
|
||
One turn at a time per adventure. Double-clicking "Continue" must not run two generations.
|
||
|
||
The subtlety: the check has to happen in the **request phase**, not when the SSE generator
|
||
first runs. A `StreamingResponse` doesn't start iterating its generator until the response
|
||
begins, so a check-inside-the-generator lets two rapid requests both pass before either one
|
||
claims the slot. And because sync FastAPI endpoints run in a threadpool, the test-and-set
|
||
needs a real `threading.Lock`.
|
||
|
||
```python
|
||
def acquire_turn_lock(adventure_id): # in the request handler
|
||
with _active_turns_guard:
|
||
if adventure_id in _active_turns:
|
||
raise HTTPException(409, "A turn is already generating…")
|
||
_active_turns.add(adventure_id)
|
||
|
||
async def with_turn_lock(adventure_id, gen): # wraps the SSE generator
|
||
try:
|
||
async for event in gen: yield event
|
||
finally:
|
||
_active_turns.discard(adventure_id)
|
||
```
|
||
|
||
In-memory, so it's a single-process guarantee. That's honest for the deployment this
|
||
targets — one Render web service. Two processes would need the lock in the database.
|
||
|
||
## 2.5 The 189x egress fix
|
||
|
||
**The setup:** `Action.context_snapshot` holds the entire assembled prompt for a turn —
|
||
about 74 KB per row, 94% of the database.
|
||
|
||
**The bug:** every adventure load pulled that column for every action, to read two small
|
||
fields out of it (the world-state delta, for the "what changed" chip, and the applied
|
||
report). SQLAlchemy loads all columns by default.
|
||
|
||
**The fix, in three parts:**
|
||
|
||
1. Move the two small things that *are* needed for every action into their own column
|
||
(`Action.world_delta`).
|
||
2. Mark the heavy columns `deferred` — `context_snapshot`, `variants`, `reasoning` — so
|
||
they're only fetched when explicitly asked for.
|
||
3. Backfill the new column with dialect-specific server-side SQL, so the old data is
|
||
extracted inside the database and never crosses the wire.
|
||
|
||
**The result:** one adventure load went from **38.5 MB to 0.20 MB**.
|
||
|
||
**The part that makes it stick:** `tests/test_egress.py` hooks into SQLAlchemy's
|
||
`before_cursor_execute` event, captures every statement the ORM sends, and fails if a bulk
|
||
load ever names those columns again. The regression is caught by asserting on the *SQL*,
|
||
not on a timing.
|
||
|
||
One more detail from that test's design: the count query is written as a real
|
||
`SELECT count(...)` rather than `query.count()`, because SQLAlchemy's `.count()` wraps the
|
||
entity select in a subquery, so the emitted SQL names every column — including the deferred
|
||
ones. No bytes come back either way, but the database still has to read them, and a guard
|
||
that greps SQL cannot tell the two apart.
|
||
|
||
There's a companion denormalization for the same reason: `variants` is deferred, so
|
||
`variant_count` exists as its own column to answer "how many attempts?" without fetching
|
||
them. `set_variants()` is the only function allowed to write `variants`, precisely so the
|
||
two can't drift and the pager can't lie about how many takes a turn has.
|
||
|
||
## 2.6 Migrations, hand-rolled
|
||
|
||
No Alembic. An append-only list of `(version, SQL)` pairs, with the current version stored
|
||
in SQLite's `PRAGMA user_version` or a one-row table on Postgres. 37 versions so far.
|
||
|
||
- A **fresh** database is created by `Base.metadata.create_all()` (always current) and
|
||
stamped at the latest version — it never replays history.
|
||
- An **existing** database runs every migration above its stored version, in order.
|
||
|
||
Why this and not Alembic: for a single-file SQLite app that a user might have been running
|
||
for months, the entire requirement is "add a column, don't lose their data". Alembic's
|
||
autogenerate, branching, and down-migrations are machinery for a team with a staging
|
||
environment. This is 250 lines and you can read all of it.
|
||
|
||
The constraint it creates is written at the top of the file: change `models.py` (so fresh
|
||
databases are current) *and* append a pair here (so existing ones upgrade). Migrations 2–23
|
||
predate Postgres support and use SQLite-only syntax — harmless, because every Postgres
|
||
database starts fresh and never replays them, but anything added since must run on both
|
||
dialects.
|
||
|
||
One migration worth reading (#10, repairing duplicate action indexes) uses `UPDATE … FROM`
|
||
with a window function rather than a correlated subquery, because SQLite may evaluate a
|
||
correlated subquery against partially-updated rows and produce duplicates again while
|
||
"repairing" them.
|
||
|
||
---
|
||
|
||
# Part 3 — Production concerns
|
||
|
||
## 3.1 Two modes, one codebase
|
||
|
||
`AIDND_MULTI_USER` switches the whole app between two personalities:
|
||
|
||
| | Local (default) | Hosted |
|
||
|---|---|---|
|
||
| Users | One auto-created "local user" | Guest on first visit, optional account |
|
||
| Auth | None — no cookies, no login UI | Signed session cookie |
|
||
| Rate limits | Off | On |
|
||
| Row caps | Off | On |
|
||
| API docs (`/docs`) | On | Off |
|
||
| Provider | Whatever Settings points at | User's key, or the shared demo key |
|
||
|
||
The reasoning: a person running this on their own laptop should never be throttled by their
|
||
own app, never see a login screen, and should get the interactive API docs. A hosted
|
||
deployment needs all four of those to be the opposite. Rather than two builds, the
|
||
differences are gated at each site.
|
||
|
||
**Guests upgrade in place.** A visitor gets a guest `User` row on first load. Registering
|
||
sets `email` and `password_hash` on that *same row* — so every adventure they played as a
|
||
guest survives with no re-parenting and no migration step. Three kinds of row share the
|
||
users table: local (email NULL, not guest), guest (email NULL, guest), registered (email
|
||
set).
|
||
|
||
## 3.2 The shared demo key
|
||
|
||
The demo lets people play with no signup and no API key, on a key the server pays for. That
|
||
is a spending surface, so it's the most defended code in the project.
|
||
|
||
`resolve_provider_config()` is the single place the BYOK-vs-demo decision is made, and on
|
||
the demo branch it pins **two** things:
|
||
|
||
- **The model** — to a whitelist. A caller-supplied override or a hand-edited settings row
|
||
can't aim a server-funded key at an expensive model. Anything unrecognised falls back to
|
||
the first whitelisted model.
|
||
- **The endpoint** — to the configured demo URL. Otherwise the key could be redirected to a
|
||
URL the user controls and harvested.
|
||
|
||
Plus a daily per-user turn cap (default 20), checked *before* the player's input is stored
|
||
so a capped player doesn't get their message saved with no reply, and counted only after a
|
||
successful turn.
|
||
|
||
There's a defensive `__post_init__` on the config object that raises if a demo config
|
||
somehow carries a non-whitelisted model. The comment on it records a real bug: the check
|
||
tests `using_demo`, **not** `api_key == DEMO_API_KEY`. Keying on the key value looks
|
||
stricter but is wrong — the demo key is an ordinary OpenRouter key, so a user can
|
||
legitimately paste that same key into their own settings as BYOK, and then every resolution
|
||
raised, 500ing even `GET /auth/me` and taking the whole SPA down. `using_demo` is what
|
||
actually means "the server is paying".
|
||
|
||
Background work (summarization, embeddings) is excluded from the demo key entirely — those
|
||
are unmetered calls, and unmetered calls on a server-funded key is a bill.
|
||
|
||
## 3.3 Secrets
|
||
|
||
Everything derives from one server-side secret (`AIDND_SECRET_KEY`).
|
||
|
||
| Thing | Mechanism |
|
||
|---|---|
|
||
| Passwords | `hashlib.scrypt`, N=2^14, r=8, p=1, per-password salt, constant-time compare. Stdlib, so no extra dependency. |
|
||
| Sessions | `v1.<user_id>.<HMAC-SHA256>`, no expiry — long-lived guest sessions are the point. |
|
||
| Stored LLM API keys | Fernet (AES) encryption at rest, key derived from the secret, `enc:` prefix so legacy plaintext rows are recognisable and migratable. |
|
||
|
||
The secret auto-generates into a file next to the database for local installs (zero config),
|
||
but **multi-user mode refuses to start without the env var** — with an error message that
|
||
explains why and gives you the command to generate one. Hosted filesystems are ephemeral; a
|
||
regenerated secret on every deploy would silently log out every user and orphan their stored
|
||
API keys.
|
||
|
||
A rotated secret makes stored keys undecryptable. `decrypt_secret` treats that as "unset"
|
||
rather than raising, so the user just re-enters their key instead of hitting a 500.
|
||
|
||
## 3.4 Abuse guards
|
||
|
||
| Guard | Value |
|
||
|---|---|
|
||
| Turn generation | 10 / minute |
|
||
| Auth attempts | 10 / 5 min, per IP |
|
||
| Guest creation | 30 / 5 min, per IP (each guest is a DB row) |
|
||
| Script test runs | 30 / minute (each costs up to 2s CPU) |
|
||
| Connection test | 10 / minute (outbound HTTP to a user-supplied URL) |
|
||
| Adventures / scenarios / scripts per user | 100 / 200 / 200 |
|
||
| Actions per adventure | 5,000 |
|
||
| Request body | 2 MB, 20 MB on import endpoints |
|
||
|
||
Rate limits are keyed per user when one is known (accounts survive IP changes) and per IP
|
||
otherwise, in fixed windows held in memory, with a pruning pass so the per-IP dict can't
|
||
grow without bound. Import endpoints check bundle list lengths against the same caps live
|
||
creation enforces — otherwise the cap is trivially bypassed by uploading a file.
|
||
|
||
Security headers on every response: `nosniff`, `X-Frame-Options: DENY`,
|
||
`Referrer-Policy: same-origin`, and a CSP allowing exactly what the SPA uses — same-origin
|
||
everything, inline styles (React needs them), Google Fonts.
|
||
|
||
## 3.5 Deployment
|
||
|
||
One Docker web service on Render, serving the SPA and the API same-origin, with Postgres on
|
||
Neon.
|
||
|
||
The Postgres decision was forced: Render's free tier has no persistent disk, so a SQLite
|
||
file wouldn't survive a deploy. The database lives off-box on Neon's free tier.
|
||
|
||
Two things worth knowing about the free tier:
|
||
|
||
- The service **sleeps after ~15 minutes idle**, and the first request then takes 30–60s.
|
||
- `/api/health` deliberately **doesn't touch the database**, so a keep-warm pinger wakes the
|
||
web service without waking the database. Waking a database around the clock costs far more
|
||
than the cold start is worth.
|
||
|
||
CI runs the backend tests, the frontend lint and build, and a Docker image build on every
|
||
push.
|
||
|
||
---
|
||
|
||
# Part 4 — The web plumbing, briefly
|
||
|
||
For the parts that are just how the web works, not decisions.
|
||
|
||
**Frontend and backend are two programs.** In development they're two servers — Vite on
|
||
5173 serving React, FastAPI on 8000 serving the API — and Vite proxies `/api` to FastAPI so
|
||
the browser thinks it's all one origin (which avoids CORS entirely). In production there's
|
||
one server: FastAPI serves the built React files as static assets from the same port.
|
||
|
||
**SPA routing.** React Router handles URLs like `/play/3` in the browser without a round
|
||
trip. But if you *reload* that URL, the browser asks the server for `/play/3`, which isn't a
|
||
file. So `SPAStaticFiles` catches the 404 and returns `index.html`, letting React take over
|
||
and read the URL itself. API routes are matched before the static mount, so they're
|
||
unaffected.
|
||
|
||
**Sessions.** A cookie is a small value the browser stores and automatically attaches to
|
||
every request to that site. Here it holds `v1.<user_id>.<signature>`. The server doesn't
|
||
store sessions anywhere — it re-verifies the signature on each request, which is why there's
|
||
no session table.
|
||
|
||
**The 401 retry.** If the cookie is missing or stale, any API call returns 401. The frontend
|
||
catches that once, calls `/api/auth/me` (which mints a fresh guest session), and retries the
|
||
original request. So a returning visitor with an expired cookie never sees an error.
|
||
|
||
**React, in one paragraph.** A component is a function that returns a description of some
|
||
UI. `useState` holds a value; changing it re-renders the component. The streaming turn is
|
||
the clearest example: each SSE chunk appends to a state string, React re-renders, and the
|
||
text appears to type itself.
|
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---
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# Part 5 — Measured results and known limitations
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## Measured results
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| | |
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|---|---|
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| Database egress per adventure load | 38.5 MB → **0.20 MB** (~189x) |
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| Prompt snapshot size | ~74 KB/turn, 94% of the database |
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| Turn read cost at turn 200 | 839 KB → **129 KB**, flat after ~turn 50 |
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| Length-hint phrasing | 174 → 246 words phrased as a budget; **170** phrased as a ceiling (n=5) |
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| Backend tests | 151, LLM mocked, real QuickJS engine |
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| Schema versions | 37 |
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| Sandbox limits | 16 MB, 2 s CPU, fresh context per run |
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| Context defaults | author's note at depth 3, cards capped at 40% of elastic budget |
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| Memory cadence | memory / 6 turns, summary / 15 turns, top-5 retrieval |
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Two of the tests encode a performance property rather than a behaviour:
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`test_egress.py` asserts on the SQL the ORM emits, and `test_history_window.py` asserts
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that the read cost stops growing with story length.
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|
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## Known limitations
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Deliberate trades for a single-user-first app that also happens to be hosted, listed so
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nobody has to discover them the hard way.
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|
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- **Single process.** The turn lock, the rate limiter and the summarization task all assume
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one worker. A second worker would need the lock in the database (a row-level advisory
|
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lock) and the rate limiter in Redis.
|
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- **No vector index.** Retrieval does cosine similarity in Python over the whole bank. Fine
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at the 200-memory cap; at 10,000 it would want pgvector.
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- **Prompt snapshots are heavy** even after the egress fix — they're deferred, not smaller.
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Compressing them or expiring old ones is the real fix.
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||
- **In-memory rate-limit windows reset on restart**, so a restart grants a brief extra
|
||
allowance.
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||
- **Background summarization is a fire-and-forget asyncio task**, so it does not survive a
|
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restart. At real load it belongs in a queue.
|
||
- **The demo key depends on a free-tier provider's daily cap**, which the app can only
|
||
detect after the fact by string-matching the 429 body.
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|
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## Cleanup backlog
|
||
|
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`docs/self-review.md` carries an open list of non-bugs — reuse, simplification and
|
||
efficiency items — kept deliberately separate from the correctness list, which is empty.
|
||
The largest ones:
|
||
|
||
- `Section.tokens` is uncached, so the context gets tokenized two or three times a turn.
|
||
- `onModelContext` flattens system and story into one string before handing it to user
|
||
scripts; if a script modifies it, the structure is gone and everything ships as user
|
||
content. Passing structure through the hook would be better but would break AI Dungeon
|
||
compatibility, which is the point of the feature.
|
||
- The import endpoints hand-coerce raw dicts instead of using Pydantic bundle schemas.
|
||
- `Action` has no `UniqueConstraint('adventure_id', 'index')`; index allocation is ad-hoc
|
||
per writer, and a database constraint would make the turn-lock race impossible rather
|
||
than merely fixed.
|
||
|
||
---
|
||
|
||
*Source: [github.com/parththakkar106/AI-DnD](https://github.com/parththakkar106/AI-DnD) ·
|
||
Live demo: [ai-dnd-1gmp.onrender.com](https://ai-dnd-1gmp.onrender.com)*
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