* Rewrite comments in Google developer documentation style Rewrite the comments and docstrings across the backend core modules so they read plainly. The previous prose was accurate but dense and figurative, which made it slow to skim. Applies the Google developer documentation style guide: short sentences, active voice, present tense, American spelling, and no metaphors, idioms, or rhetorical asides. Replaces em-dash chains with separate sentences.
174 lines
6.1 KiB
Python
174 lines
6.1 KiB
Python
"""Seed public demo scenarios on startup.
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Every JSON file in ``seed_data/`` describes one demo scenario in the same
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model-native shape the export endpoint produces. Seeded scenarios have a NULL
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owner and ``is_public=True``, so every visitor (including guests) sees them and
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can start an adventure from them, while nobody can edit them. Starting an
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adventure copies the scenario's story cards and scripts into the adventure, so
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the seeded scripts run for guests too.
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Seed files are the source of truth for demo content: a scenario is inserted if
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missing, and reconciled in place when a seed file's content changes, so an edit
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ships on the next deploy. When a seed already matches, nothing is written, so
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this stays cheap to run on every boot. An adventure already started from a demo
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keeps its own copied cards and scripts and is unchanged. Only a new adventure
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picks up the updated content.
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"""
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import json
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import logging
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from pathlib import Path
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from sqlalchemy.engine import Engine
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from . import models
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from .database import SessionLocal
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logger = logging.getLogger(__name__)
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SEED_DIR = Path(__file__).resolve().parent / "seed_data"
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_SCALARS = ("description", "prompt", "memory", "authors_note", "ai_instructions", "tags",
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"image", "icon")
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_CARD_FIELDS = ("type", "name", "keys", "entry", "notes")
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_SCRIPT_FIELDS = ("name", "library_js", "input_js", "context_js", "output_js")
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def seed_public_scenarios(engine: Engine) -> None:
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if not SEED_DIR.is_dir():
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return
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files = sorted(SEED_DIR.glob("*.json"))
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if not files:
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return
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db = SessionLocal()
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try:
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changed = 0
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for path in files:
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try:
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data = json.loads(path.read_text(encoding="utf-8"))
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except (OSError, json.JSONDecodeError) as exc:
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logger.warning("Skipping seed file %s: %s", path.name, exc)
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continue
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title = (data.get("title") or "").strip()
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if not title:
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continue
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existing = (
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db.query(models.Scenario)
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.filter(
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models.Scenario.title == title,
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models.Scenario.user_id.is_(None),
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models.Scenario.is_public.is_(True),
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)
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.first()
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)
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if existing is None:
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_insert_scenario(db, data)
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changed += 1
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elif not _matches(existing, data):
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_update_scenario(db, existing, data)
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changed += 1
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if changed:
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db.commit()
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logger.info("Seeded/updated %d public demo scenario(s).", changed)
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except Exception:
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db.rollback()
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# A seed failure must never take the app down; log and carry on.
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logger.exception("Seeding public scenarios failed; continuing without them.")
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finally:
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db.close()
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def _card_tuple(source, get) -> tuple:
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return tuple(get(source, f) for f in _CARD_FIELDS)
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def _script_tuple(source, get) -> tuple:
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return tuple(get(source, f) for f in _SCRIPT_FIELDS)
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def _matches(scenario: models.Scenario, data: dict) -> bool:
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"""True when the DB scenario already equals the seed file, so we can skip
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the write and avoid churning rows on every boot."""
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if any(getattr(scenario, f) != data.get(f, "") for f in _SCALARS):
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return False
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if (scenario.stat_schema or None) != (data.get("stat_schema") or None):
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return False
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have_cards = sorted(_card_tuple(c, lambda o, f: getattr(o, f)) for c in scenario.story_cards)
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want_cards = sorted(
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_card_tuple(c, lambda o, f: o.get(f, ""))
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for c in (data.get("story_cards") or []) if isinstance(c, dict)
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)
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if have_cards != want_cards:
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return False
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have_scripts = sorted(_script_tuple(s, lambda o, f: getattr(o, f)) for s in scenario.scripts)
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want_scripts = sorted(
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_script_tuple(s, lambda o, f: (o.get(f, "") or ("Script" if f == "name" else "")))
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for s in (data.get("scripts") or []) if isinstance(s, dict)
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)
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return have_scripts == want_scripts
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def _insert_scenario(db, data: dict) -> None:
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scenario = models.Scenario(user_id=None, is_public=True, title=data.get("title", ""))
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_apply_scalars(scenario, data)
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db.add(scenario)
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db.flush()
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_populate_children(db, scenario, data)
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def _update_scenario(db, scenario: models.Scenario, data: dict) -> None:
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_apply_scalars(scenario, data)
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# Replace the child content in full. Demo content is owned by the server and
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# cheap to rebuild, and replacing it this way keeps the scenario row, and the
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# adventure foreign keys that point at it, intact.
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for card in list(scenario.story_cards):
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db.delete(card)
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for script in list(scenario.scripts):
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db.delete(script)
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scenario.scripts = []
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db.flush()
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_populate_children(db, scenario, data)
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def _apply_scalars(scenario: models.Scenario, data: dict) -> None:
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for field in _SCALARS:
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setattr(scenario, field, data.get(field, ""))
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# Phase 12: RPG world-state template (a JSON dict, not a scalar string).
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scenario.stat_schema = data.get("stat_schema") or None
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def _populate_children(db, scenario: models.Scenario, data: dict) -> None:
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for card in data.get("story_cards") or []:
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if not isinstance(card, dict):
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continue
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db.add(
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models.StoryCard(
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scenario_id=scenario.id,
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type=card.get("type", ""),
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name=card.get("name", ""),
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keys=card.get("keys", ""),
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entry=card.get("entry", ""),
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notes=card.get("notes", ""),
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)
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)
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for item in data.get("scripts") or []:
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if not isinstance(item, dict):
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continue
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script = models.Script(
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user_id=None,
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name=item.get("name", "Script"),
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description=item.get("description", ""),
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library_js=item.get("library_js", ""),
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input_js=item.get("input_js", ""),
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context_js=item.get("context_js", ""),
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output_js=item.get("output_js", ""),
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)
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db.add(script)
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db.flush()
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scenario.scripts.append(script)
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