A Save Point is a name for a story position, and restoring one is head movement. That is the whole architecture, and it is what ADR 012 and BUILD-MILESTONES' note on M4 asked for: M3 made the head a stored (branch, depth) and made arriving at one a row lookup plus a state restore, so a Save Point needs no restore machinery of its own. What the user gets: - Name the moment they are reading, keep playing, restart the app, and come back to it. Restoring moves the story back and deletes nothing: the later turns stay, Redo still walks forward into them, and writing something different is what starts a new line while the old one is kept. - Rename, delete, and a list, in a Save Points panel beside the branch panel, with a Save Point button next to Undo and Redo. Both confirmations say what is *not* destroyed, because that is the part the screen cannot show. - Save Points survive export and import. What was deliberately not built: - No second restore path. `head.move_to_node` is the only new movement: its depth half is M3's `head.move_to` unchanged, and its branch half is the single assignment `switch_branch` already makes. No head field is written in the checkpoint router, nothing reconstructs state, nothing prunes a memory, nothing copies or deletes a turn, and restore never forks — the first write below the restored head does, through `fork_if_behind_head`. - No automatic cleanup. A Save Point behind the head, or naming a line the story left, is doing its job (STORY-BRANCH-SEMANTICS §19). The one removal is a cascade: deleting a branch takes its Save Points, as it takes its memories, because the story they named went with it. - No new ADR. ADR 012 already decides the architecture, and a table is not a decision. The one call the planning package did not already make: restore moves the branch half of the head only when the coordinate is off the path being read. Doing it unconditionally would quietly hand back an abandoned continuation whenever a Save Point in a shared prefix was restored; never doing it would make a Save Point on a departed line unrestorable, which contradicts §19. TECHNICAL-DESIGN §8.8 records it. Schema: a `checkpoints` table holding a name, an optional note and a (branch, depth) coordinate — no copy of any story. `create_all` builds it as it did `memories` and `branches`; migration 80 adds the index. No backfill, because nobody had named a position before M4. The coordinate is deliberately not an action id: one coordinate holds every attempt at a turn and exactly one is live, so a coordinate follows a retry where a row id would pin a take the story no longer tells. Tests: 680 pass (638 before). 42 new in tests/test_save_points.py covering D11-D14, I04, L03, E-series lineage and memory isolation after restore and divergence, the edge cases, and an M3-database migration. One pre-existing fixture in test_tree_migration.py needed `checkpoints` added to its drop list — SQLite refuses to drop a table another table references. Not verified: the browser. No session has had a usable one, so the Save Point panel's DOM behaviour is unobserved — as M3's Redo control still is. The twenty-step sequence was driven over HTTP against a live server with a real process restart instead, and all seventeen checks pass. M4 is implemented, not accepted: no review has been written. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01PWU4gTfLYY6Qq9U7aa9Qw2
210 lines
7.9 KiB
React
210 lines
7.9 KiB
React
// Save Points: naming a place in the story, and going back to one.
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//
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// "Save Point" is the word throughout, and the words branch, head, node and
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// fork appear nowhere a player can read (`BROWSER-UX-SPEC.md` §23). The panel
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// is deliberately small — a form, a list, and two confirmations. It is not a
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// branch explorer, and the tree it sits over stays out of sight.
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//
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// Both confirmations exist to say what does *not* happen, because that is the
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// part a player cannot see and would otherwise assume the worst about: restore
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// keeps the later story, and deleting a Save Point deletes no story at all.
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import { useEffect, useState } from 'react'
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import { api } from '../../../api'
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function SavePointPanel({ advId, refreshKey, onRestored, onError }) {
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const [points, setPoints] = useState(null)
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const [failed, setFailed] = useState(null)
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const [name, setName] = useState('')
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const [note, setNote] = useState('')
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const [saving, setSaving] = useState(false)
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const [busyId, setBusyId] = useState(null)
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const [renaming, setRenaming] = useState(null) // { id, text }
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const [confirming, setConfirming] = useState(null) // { id, kind }
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const [tick, setTick] = useState(0)
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useEffect(() => {
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let cancelled = false
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setFailed(null)
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api.listCheckpoints(advId)
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.then((list) => { if (!cancelled) setPoints(list) })
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.catch((err) => { if (!cancelled) setFailed(err.message) })
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return () => { cancelled = true }
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}, [advId, refreshKey, tick])
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// Answers whether it worked, so a caller can keep its editor open on a
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// refusal — a rename the server turned down must not take the typed name
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// with it.
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async function run(id, work) {
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setBusyId(id)
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try {
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await work()
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setTick((t) => t + 1)
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return true
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} catch (err) {
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onError(err.message)
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return false
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} finally {
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setBusyId(null)
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}
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}
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async function create(e) {
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e.preventDefault()
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if (!name.trim() || saving) return
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setSaving(true)
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try {
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await api.createCheckpoint(advId, name.trim(), note.trim())
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setName('')
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setNote('')
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setTick((t) => t + 1)
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} catch (err) {
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onError(err.message)
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} finally {
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setSaving(false)
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}
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}
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const restore = (p) => run(p.id, async () => {
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onRestored(await api.restoreCheckpoint(advId, p.id))
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setConfirming(null)
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})
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const rename = async (p) => {
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if (await run(p.id, () => api.renameCheckpoint(advId, p.id, renaming.text))) {
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setRenaming(null)
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}
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}
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const remove = async (p) => {
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if (await run(p.id, () => api.deleteCheckpoint(advId, p.id))) setConfirming(null)
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}
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return (
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<div className="save-point-panel">
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<form className="save-point-new" onSubmit={create}>
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<label htmlFor="save-point-name">Save this moment</label>
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<input
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id="save-point-name"
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autoFocus
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maxLength={120}
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placeholder="Before entering the abbey"
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value={name}
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disabled={saving}
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onChange={(e) => setName(e.target.value)}
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/>
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<input
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className="save-point-note"
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maxLength={500}
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placeholder="A note, if you want one (optional)"
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value={note}
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disabled={saving}
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onChange={(e) => setNote(e.target.value)}
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/>
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<button type="submit" className="primary" disabled={saving || !name.trim()}>
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Save Point
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</button>
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<p className="save-point-hint">
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Saves the moment you are reading now. If you have stepped back, that
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is the moment it saves.
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</p>
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</form>
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{failed && <div className="panel-empty">Couldn’t read the Save Points — {failed}</div>}
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{!failed && !points && <div className="panel-empty">Reading your Save Points…</div>}
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{!failed && points?.length === 0 && (
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<p className="save-point-intro">
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No Save Points yet. Name a moment you might want to come back to, then
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keep playing — going back to it later leaves everything you wrote
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after it in place.
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</p>
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)}
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<div className="save-point-list">
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{(points || []).map((p) => {
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const isRenaming = renaming?.id === p.id
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const busy = busyId === p.id
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const confirm = confirming?.id === p.id ? confirming.kind : null
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return (
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<div key={p.id} className={`save-point-row ${p.on_path ? '' : 'elsewhere'}`}>
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<div className="save-point-head">
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{isRenaming ? (
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<input
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className="save-point-rename"
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autoFocus
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maxLength={120}
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value={renaming.text}
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onChange={(e) => setRenaming({ ...renaming, text: e.target.value })}
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onKeyDown={(e) => {
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if (e.key === 'Enter') rename(p)
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if (e.key === 'Escape') setRenaming(null)
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}}
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/>
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) : (
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<span className="save-point-name">{p.name}</span>
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)}
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</div>
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<div className="save-point-meta">
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Moment {p.turn}
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{/* Said plainly, without naming a branch: the story took a
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different turning after this point, and going back to it
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returns to the telling it was saved in. */}
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{!p.on_path && p.resolved && ' · on a path you left'}
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{!p.resolved && ' · this moment is no longer in the story'}
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</div>
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{p.note && <div className="save-point-note-text">{p.note}</div>}
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{confirm === 'restore' ? (
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<div className="save-point-confirm">
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<span>
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The story will return to this Save Point. Everything you
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wrote after it is kept — it just stops being where you are.
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</span>
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<button type="button" className="primary" disabled={busy}
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onClick={() => restore(p)}>Restore</button>
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<button type="button" onClick={() => setConfirming(null)}>Cancel</button>
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</div>
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) : confirm === 'delete' ? (
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<div className="save-point-confirm">
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<span>
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Delete this Save Point? Deleting it does not delete any of
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the story — only the name you gave this moment.
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</span>
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<button type="button" className="danger" disabled={busy}
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onClick={() => remove(p)}>Delete</button>
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<button type="button" onClick={() => setConfirming(null)}>Keep</button>
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</div>
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) : (
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<div className="save-point-tools">
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<button type="button" disabled={busy || !p.resolved}
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title={p.resolved ? undefined
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: 'The moment this Save Point named is no longer in the story.'}
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onClick={() => setConfirming({ id: p.id, kind: 'restore' })}>
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Restore
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</button>
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{isRenaming ? (
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<>
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<button type="button" disabled={busy} onClick={() => rename(p)}>Save</button>
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<button type="button" onClick={() => setRenaming(null)}>Cancel</button>
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</>
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) : (
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<button type="button" disabled={busy}
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onClick={() => setRenaming({ id: p.id, text: p.name })}>
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Rename
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</button>
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)}
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<button type="button" className="danger" disabled={busy}
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onClick={() => setConfirming({ id: p.id, kind: 'delete' })}>
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Delete
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</button>
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</div>
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)}
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</div>
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)
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})}
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</div>
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</div>
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)
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}
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export { SavePointPanel }
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