Two reads still grew without bound after the snapshot fix. `Action.variants` holds every discarded retry attempt, but a list response only needs how many there are — so each retry permanently added ~5 KB to every later load of that adventure. Defer the column and keep the count beside it (migration 37, backfilled server-side), with set_variants() as the one write path that keeps the two in step. `story_actions()` walked adventure.actions, then every caller threw almost all of it away: the builder concatenates the story and immediately cuts it back to the token budget, the NPC check looks at the last 6, retrieval at the last 4, the cursor clamp only wants a count. A turn on a 200-action adventure read 839 KB to use ~70 KB, and grew with every turn played. app/context/ history.py serves those shapes from SQL; window_covering() measures the actions it fetched and projects how many more it needs, fetching only the part it does not already hold. Memorybank cursors move to position_of_index() and settled_count()/settled_slice() — same arithmetic, no full list. The scripting pipeline still receives the whole history per AI Dungeon's API, and every helper reuses adventure.actions when it is already loaded, so a scripted adventure pays what it always did and never twice. Measured at production shape: retry tax 5.1 KB -> 0; turn 200 839 KB -> 129 KB and flat from ~turn 50; a 200-turn playthrough 84.5 MB -> 23.0 MB; a delete 115 KB -> 5 KB. Verified the window builds a byte-identical prompt to the full story across budgets from 1K to 100K tokens, with and without the retry exclusion - this is a cost change and nothing else. Cursor helpers checked against the old list arithmetic, including after deleting a middle action. Counts are real SELECT count(...): Query.count() wraps the entity select in a subquery, so the SQL named every deferred column and the egress guard could not tell it apart from a bulk fetch. 139 tests pass; the four new guards verified by sabotage. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01UeQVy5bEjLhfgWNc27Efet
420 lines
17 KiB
Python
420 lines
17 KiB
Python
"""Phase 6 — auto summarization + embedding memory bank
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(per help.aidungeon.com/faq/the-memory-system).
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After each turn, a fire-and-forget task (`run_post_turn`) runs with its own DB
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session:
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- every MEMORY_INTERVAL actions (starting at MEMORY_START), each uncovered
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block of actions is summarized into a short "memory". Summarization only
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ever reads *settled* actions (see settled_story_actions) — the newest action
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is held back one turn because it is still retryable;
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- every SUMMARY_INTERVAL actions, the Story Summary is rewritten folding in
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the new memories (the user-edited text is always the base, never clobbered);
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- new memories are embedded (OpenAI-compatible /v1/embeddings) and the bank
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is evicted down to capacity ("forgotten" memories are kept for the UI).
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At generation time, `retrieve_memories` embeds the recent story text and ranks
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the bank by cosine similarity; the top-K become the "Memories" context section.
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All AI calls here are best-effort: failures are logged (debug page) and retried
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on a later turn because the cursors only advance on success.
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"""
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import asyncio
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import math
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from sqlalchemy.orm import Session
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from . import models
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from .context import history, story_actions, truncate_to_last_tokens
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from .database import SessionLocal
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from .providers import OpenAICompatibleProvider, ProviderError
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MEMORY_INTERVAL = 6 # actions per memory
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MEMORY_START = 12 # first memory once the adventure reaches this many actions
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SUMMARY_INTERVAL = 15 # actions between Story Summary updates
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MAX_MEMORIES_PER_RUN = 5 # cap catch-up work (e.g. imported adventures) per turn
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MAX_EMBED_BATCH = 32
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RETRIEVAL_WINDOW_TOKENS = 600 # recent story text used as the similarity query
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RETRIEVAL_WINDOW_ACTIONS = 4 # ...taken from this many of the newest actions
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SUMMARY_MAX_WORDS = 250
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MEMORY_SYSTEM_PROMPT = (
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"You compress interactive-fiction story excerpts into memories. Respond with "
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"1-2 plain sentences in past tense stating the concrete facts and events "
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"(names, places, items, promises, injuries). No preamble, no commentary."
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)
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SUMMARY_SYSTEM_PROMPT = (
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"You maintain the running summary of an interactive-fiction story. Respond "
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"with only the updated summary: a single plain-prose overview of the plot "
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f"so far, at most {SUMMARY_MAX_WORDS} words. Preserve important established "
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"facts; compress older events harder than recent ones."
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)
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# Adventures with a post-turn task currently running (single-process app).
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_running: set[int] = set()
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# Strong refs to in-flight tasks — the event loop only keeps weak references,
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# so a fire-and-forget task can otherwise be garbage-collected mid-run.
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_tasks: set[asyncio.Task] = set()
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# BYOK-only by construction: both factories below take the user's own
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# endpoint/key straight from Settings and never auth.DEMO_*, so summarization
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# and embedding can't spend the shared demo key (their call sites are also
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# skipped when using_demo). Don't "fix" this by passing a ProviderConfig in —
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# summary_model/embedding_model are free-form user input and are not on the
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# demo whitelist.
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def summary_provider(settings: models.Settings) -> OpenAICompatibleProvider:
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return OpenAICompatibleProvider(
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settings.endpoint_url,
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settings.api_key_plain,
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settings.summary_model or settings.model,
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settings.api_mode,
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settings.reasoning_max_tokens,
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)
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def embedding_provider(settings: models.Settings) -> OpenAICompatibleProvider:
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return OpenAICompatibleProvider(
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settings.endpoint_url, settings.api_key_plain, settings.embedding_model
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)
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def cosine(a: list[float], b: list[float]) -> float:
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# Different lengths means the embedding model changed since this vector was
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# stored; zip() would silently score garbage.
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if len(a) != len(b):
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return 0.0
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dot = sum(x * y for x, y in zip(a, b))
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norm = math.sqrt(sum(x * x for x in a)) * math.sqrt(sum(y * y for y in b))
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return dot / norm if norm else 0.0
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def settled_count(adventure: models.Adventure) -> int:
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"""How many story actions are old enough to summarize: all but the newest.
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See settled_story_actions for why one action is held back. Counting rather
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than listing keeps the post-turn pass off the whole story.
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"""
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return max(history.count(adventure) - 1, 0)
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def settled_slice(adventure: models.Adventure, start: int, length: int) -> list[models.Action]:
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"""Settled story actions at positions [start, start + length).
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Callers must already have checked against `settled_count()`; this only
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fetches, it does not re-clamp.
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"""
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return history.slice_(adventure, start, length)
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def settled_story_actions(adventure: models.Adventure) -> list[models.Action]:
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"""Story actions old enough to summarize: everything but the newest one.
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The plain-list form of the rule. The passes below use `settled_count` and
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`settled_slice` instead, which express the same thing without reading the
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whole story; this stays as the statement of what they must agree with.
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Only the *last* action can be retried, so once an action has another action
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after it, its text is final. Summarizing right up to the newest action meant
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a memory could describe an attempt the player then retried away — the
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memory's cursor has already advanced, so it is never regenerated, leaving a
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memory (and, downstream, a story summary) describing narration that is no
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longer in the story. Holding one action back costs a turn of latency and
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makes that unreachable.
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The result is always a prefix of story_actions(), so memory_cursor and
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summary_cursor stay valid positions and no action is ever skipped.
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"""
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return story_actions(adventure)[:-1]
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def _rewind_cursors_to_index(adventure: models.Adventure, index: int) -> None:
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"""Move both cursors back to the position of Action.index `index`.
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The cursors are *positions* into story_actions() while Memory.source_* are
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Action.index values, so the two spaces have to be translated between (they
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diverge as soon as any action is deleted).
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"""
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position = history.position_of_index(adventure, index)
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adventure.memory_cursor = min(adventure.memory_cursor, position)
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adventure.summary_cursor = min(adventure.summary_cursor, position)
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def note_action_removed(adventure: models.Adventure, action: models.Action) -> None:
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"""Keep the cursors pointing at the same actions when one is deleted from
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*before* them. Call BEFORE the delete, while the action is still in the list.
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memory_cursor counts actions from the start of the story, so removing an
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earlier action slides every later one down a slot — without this, an action
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that was never summarized shifts into the "already covered" range and is
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skipped forever.
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"""
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if not history.is_story_text(action.text):
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return # not in the list the cursors count, so nothing shifts
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# Actions are ordered by index, so "how many come before it" is exactly
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# "how many have a lower index" — no need to walk the list to find it.
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position = history.position_of_index(adventure, action.index)
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if position < adventure.memory_cursor:
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adventure.memory_cursor -= 1
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if position < adventure.summary_cursor:
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adventure.summary_cursor -= 1
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def prune_dangling_memories(adventure: models.Adventure, db: Session) -> int:
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"""Delete memories that summarized actions which no longer exist (e.g. after
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undo). source_start/source_end are Action.index values; a memory is dangling
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if any covered action is past the current end of the story. Returns the count
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removed.
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Throwing a memory away is not enough on its own: the actions it covered are
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still behind memory_cursor, so they would read as summarized with nothing
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describing them. Rewind to where the earliest discarded memory began, so
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those actions are summarized again.
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"""
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max_index = history.max_action_index(adventure)
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dangling = [
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m for m in adventure.memories
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if m.source_end is not None and m.source_end > max_index
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]
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if not dangling:
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return 0
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starts = [m.source_start for m in dangling if m.source_start is not None]
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for m in dangling:
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db.delete(m)
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if starts:
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_rewind_cursors_to_index(adventure, min(starts))
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return len(dangling)
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# ---------- Retrieval (runs inside the turn, before build_context) ----------
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async def retrieve_memories(
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adventure: models.Adventure,
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settings: models.Settings,
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*,
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update_stats: bool,
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exclude_action_id: int | None = None,
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) -> dict | None:
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"""Returns {"used": [{id, text, similarity, pinned}], "error": str|None},
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or None when the memory bank is off for this adventure. `update_stats`
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bumps use counters (real turns only, not Insights dry runs).
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`exclude_action_id` drops the action being retried from the similarity
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query, so the discarded attempt can't steer which memories come back."""
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if not adventure.memory_bank_enabled:
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return None
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if not settings.embedding_model.strip():
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return {"used": [], "error": "No embedding model configured in Settings."}
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candidates = [m for m in adventure.memories if not m.forgotten and m.embedding]
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if not candidates:
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return {"used": [], "error": None}
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recent = history.tail(adventure, RETRIEVAL_WINDOW_ACTIONS, exclude_action_id)
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query = truncate_to_last_tokens(
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"\n\n".join(a.text for a in recent), RETRIEVAL_WINDOW_TOKENS
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)
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if not query.strip():
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return {"used": [], "error": None}
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try:
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[query_vec] = await embedding_provider(settings).embed([query])
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except ProviderError as exc:
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return {"used": [], "error": str(exc)}
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scored = sorted(
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((cosine(query_vec, m.embedding), m) for m in candidates),
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key=lambda pair: pair[0],
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reverse=True,
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)
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# Pinned memories are always used and count toward top_k, so the injected
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# set never exceeds the configured budget (unless pinned alone exceed it).
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top_k = max(1, settings.memory_top_k)
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used = [(score, m) for score, m in scored if m.pinned]
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remaining = max(0, top_k - len(used))
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used += [(score, m) for score, m in scored if not m.pinned][:remaining]
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used.sort(key=lambda pair: pair[0], reverse=True)
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if update_stats:
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now = models.utcnow()
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for _, m in used:
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m.use_count += 1
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m.last_used_at = now
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return {
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"used": [
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{"id": m.id, "text": m.text, "similarity": round(score, 4), "pinned": m.pinned}
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for score, m in used
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],
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"error": None,
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}
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# ---------- Post-turn background work ----------
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def schedule_post_turn(adventure: models.Adventure) -> None:
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"""Fire-and-forget summarization/embedding work after a turn is saved."""
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if not (adventure.auto_summarize or adventure.memory_bank_enabled):
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return
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if adventure.id in _running:
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return
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task = asyncio.get_running_loop().create_task(run_post_turn(adventure.id))
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_tasks.add(task)
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task.add_done_callback(_tasks.discard)
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async def run_post_turn(adventure_id: int) -> None:
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if adventure_id in _running:
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return
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_running.add(adventure_id)
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db = SessionLocal()
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try:
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adventure = db.get(models.Adventure, adventure_id)
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if adventure is None:
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return
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# Settings are per-user (Phase 8): use the adventure owner's row.
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settings = (
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db.query(models.Settings)
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.filter(models.Settings.user_id == adventure.user_id)
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.first()
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)
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if settings is None:
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return
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# Undo/retry can shrink the action list below a stored cursor, which
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# would stall summarization until the story grew past it again.
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# Deliberately the FULL count, not the settled one: an adventure that
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# was caught up under the old rule can have a cursor equal to the action
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# count, and clamping to settled would rewind it one step, re-covering
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# an already-summarized action in the next block. Both consumers below
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# read settled actions and bail on a negative remainder, so a cursor
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# briefly sitting one past the settled end is harmless.
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total = history.count(adventure)
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adventure.memory_cursor = min(adventure.memory_cursor, total)
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adventure.summary_cursor = min(adventure.summary_cursor, total)
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if adventure.auto_summarize:
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await _create_due_memories(adventure, settings, db)
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await _update_story_summary(adventure, settings, db)
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if adventure.memory_bank_enabled and settings.embedding_model.strip():
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await _embed_pending(adventure, settings, db)
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_evict_over_capacity(adventure, settings, db)
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finally:
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db.close()
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_running.discard(adventure_id)
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async def _create_due_memories(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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provider = summary_provider(settings)
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for _ in range(MAX_MEMORIES_PER_RUN):
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# Re-counted each pass: a memory just committed doesn't change the
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# count, but this loop is the only thing that moves the cursor, so the
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# comparison has to be against a total that is still current.
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settled = settled_count(adventure)
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cursor = adventure.memory_cursor
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if settled < MEMORY_START or settled - cursor < MEMORY_INTERVAL:
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return
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block = settled_slice(adventure, cursor, MEMORY_INTERVAL)
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if len(block) < MEMORY_INTERVAL:
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return
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excerpt = truncate_to_last_tokens("\n\n".join(a.text for a in block), 2000)
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try:
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text = await provider.complete(
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MEMORY_SYSTEM_PROMPT, f"Story excerpt:\n\n{excerpt}\n\nMemory:"
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)
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except ProviderError:
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return # logged in the debug page; cursor unchanged → retried next turn
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if not text:
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return
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db.add(
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models.Memory(
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adventure_id=adventure.id,
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text=text,
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source_start=block[0].index,
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source_end=block[-1].index,
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)
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)
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adventure.memory_cursor = cursor + MEMORY_INTERVAL
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db.commit()
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async def _update_story_summary(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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settled = settled_count(adventure)
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if settled - adventure.summary_cursor < SUMMARY_INTERVAL:
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return
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# Fold in memories covering the uncovered stretch; fall back to raw story
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# text if memory creation is lagging (e.g. it just failed).
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# summary_cursor is a position into story_actions(); Memory.source_end is
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# an Action.index. Translate the cursor to an index boundary before
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# comparing — the two spaces diverge once actions are deleted or empty.
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if adventure.summary_cursor < settled:
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[first_uncovered] = settled_slice(adventure, adventure.summary_cursor, 1)
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boundary = first_uncovered.index
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else:
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last = settled_slice(adventure, settled - 1, 1) if settled else []
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boundary = last[0].index + 1 if last else 0
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new_events = [
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m.text
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for m in adventure.memories
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if m.source_end is not None and m.source_end >= boundary
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]
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if new_events:
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events_text = "\n".join(f"- {t}" for t in new_events)
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else:
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block = settled_slice(
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adventure, adventure.summary_cursor, settled - adventure.summary_cursor
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)
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events_text = truncate_to_last_tokens("\n\n".join(a.text for a in block), 2000)
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current = adventure.story_summary.strip()
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user_prompt = (
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f"Current story summary:\n{current or '(none yet)'}\n\n"
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f"New events since the last update:\n{events_text}\n\n"
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"Updated summary:"
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)
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try:
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text = await summary_provider(settings).complete(
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SUMMARY_SYSTEM_PROMPT, user_prompt, max_tokens=600
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)
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except ProviderError:
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return
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if not text:
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return
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adventure.story_summary = text
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adventure.summary_cursor = settled
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db.commit()
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async def _embed_pending(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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pending = [m for m in adventure.memories if m.embedding is None and not m.forgotten]
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pending = pending[:MAX_EMBED_BATCH]
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if not pending:
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return
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try:
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vectors = await embedding_provider(settings).embed([m.text for m in pending])
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except ProviderError:
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return
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for memory, vector in zip(pending, vectors):
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memory.embedding = vector
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db.commit()
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def _evict_over_capacity(
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adventure: models.Adventure, settings: models.Settings, db: Session
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) -> None:
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active = [m for m in adventure.memories if not m.forgotten]
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overflow = len(active) - max(1, settings.memory_bank_capacity)
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if overflow <= 0:
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return
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evictable = sorted(
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(m for m in active if not m.pinned),
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key=lambda m: (m.use_count, m.last_used_at or m.created_at),
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)
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for memory in evictable[:overflow]:
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memory.forgotten = True
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db.commit()
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