Migration 38 left memories.embedding in place so a rollback could still find the vectors. Production has since been verified reading from embedding_blob, so migration 42 drops it: 4 MB of a 99.6 MB database holding nothing anyone reads. Removing it surfaced a live bug. Changing your embedding model is supposed to throw the bank's vectors away and let the post-turn pass rebuild them, because two models' vectors are not comparable. The settings route did that by nulling memories.embedding -- correct until 38 moved the vectors, after which it cleared the dead column and left the blob intact with `embedded` still true. _embed_pending filters on `embedded IS FALSE`, so it never saw those rows and the bank went on ranking against the old model's vectors permanently. Nothing would have reported it. cosine returns 0.0 on a width mismatch, so a different-width model scores every memory zero and retrieval returns whichever rows happen to sort first; a same-width model scores plausible garbage. The bulk clear now sets both columns. It stays a bulk UPDATE rather than going through set_vector -- loading the rows is the cost that whole path exists to avoid -- so set_vector's docstring now names it as the one caller that legitimately writes those columns by hand. No cache invalidation is added: clearing `embedded` drops the rows out of the catalogue query, and set_vector evicts each entry as the re-embed puts it back. test_embedding_blob.py now rebuilds the pre-38 schema by hand where it tests the backfill, since create_all no longer produces the column it converts from, and asserts 42 removes it at the end of a full bootstrap -- 38 reads that column and 42 drops it, so an upgrade that reordered them would arrive with an empty bank. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
554 lines
23 KiB
Python
554 lines
23 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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from array import array
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from collections import OrderedDict
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from sqlalchemy import func, select, update
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from sqlalchemy.orm import Session, object_session
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from . import models, vectors
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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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from .vectors import cosine # re-exported: the ranking lives here, the maths there
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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 set_vector(memory: models.Memory, vector: list[float] | None) -> None:
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"""Store (or clear) a memory's embedding.
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Every column that describes the vector moves together: `embedding_blob` is
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what the ranking reads and `embedded` is the flag everything else reads.
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Going through one function is what keeps them in step — and it is also the
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only place a stored vector can change, which is what makes the cache below
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safe to invalidate here and nowhere else.
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The one caller that legitimately cannot come through here is the bulk
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clear in `routers/settings.py` when the embedding model changes. It has to
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set the same two columns by hand; see the note there.
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"""
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memory.embedding_blob = None if vector is None else vectors.pack(vector)
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memory.embedded = vector is not None
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cached = _vector_cache.get(memory.adventure_id)
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if cached is not None:
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cached.pop(memory.id, None)
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# ---------- The vector cache ----------
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# adventure id -> {memory id: vector}, most-recently-used last.
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#
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# Turns for one adventure arrive back to back, and the bank barely changes
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# between them, so re-reading every vector each turn is the same 600 KB over
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# and over. Vectors are held as array("f") — 4 bytes a component, the same
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# 6 KB the column holds. A list of Python floats would be eight times that.
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#
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# Correctness rests on two things. Anything that *changes* a vector goes
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# through set_vector, which drops that one entry. Anything that *removes* a
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# memory from play — eviction, deletion, pruning, an edit clearing the vector —
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# takes it out of the catalogue query below, and entries missing from the
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# catalogue are dropped on the next read. So nothing has to remember to call an
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# invalidate, which is the failure this design is chosen to avoid.
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#
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# In-process, so it assumes one worker. That is what the deploy runs; a second
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# worker would each keep their own copy and both would still be correct on
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# eviction and deletion, but a vector rewritten by one could go stale in the
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# other until that memory next leaves the catalogue.
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_vector_cache: OrderedDict[int, dict[int, array]] = OrderedDict()
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VECTOR_CACHE_ADVENTURES = 8 # ~600 KB each at a 100-memory bank
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def forget_cached_vectors(adventure_id: int) -> None:
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"""Drop an adventure's cached vectors. Only needed when the adventure
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itself goes away — everything else self-corrects (see above)."""
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_vector_cache.pop(adventure_id, None)
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def _vectors_for(db: Session, adventure_id: int, ids: list[int]) -> dict[int, array]:
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"""The vectors for `ids`, reading only the ones not already held."""
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cached = _vector_cache.get(adventure_id)
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if cached is None:
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cached = _vector_cache[adventure_id] = {}
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_vector_cache.move_to_end(adventure_id)
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while len(_vector_cache) > VECTOR_CACHE_ADVENTURES:
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_vector_cache.popitem(last=False)
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wanted = set(ids)
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for gone in set(cached) - wanted:
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del cached[gone]
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missing = [memory_id for memory_id in ids if memory_id not in cached]
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if missing:
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rows = db.execute(
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select(models.Memory.id, models.Memory.embedding_blob)
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.where(models.Memory.id.in_(missing))
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).all()
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for memory_id, blob in rows:
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if blob:
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cached[memory_id] = vectors.unpack(blob)
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return cached
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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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db = object_session(adventure)
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if db is None:
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return {"used": [], "error": None}
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# Which memories are in play, and nothing else about them. This used to
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# walk adventure.memories, which loaded every row of the bank *including
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# its vector* — ~31 KB a memory, three megabytes a turn, 96% of everything
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# a turn read. Two ids and a flag per row is about eight bytes.
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catalogue = db.execute(
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select(models.Memory.id, models.Memory.pinned).where(
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models.Memory.adventure_id == adventure.id,
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models.Memory.forgotten.is_(False),
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models.Memory.embedded.is_(True),
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)
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).all()
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if not catalogue:
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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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held = _vectors_for(db, adventure.id, [memory_id for memory_id, _ in catalogue])
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scored = sorted(
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(
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(cosine(query_vec, held[memory_id]), memory_id, pinned)
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for memory_id, pinned in catalogue
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if memory_id in held
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),
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key=lambda row: row[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 = [row for row in scored if row[2]]
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remaining = max(0, top_k - len(used))
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used += [row for row in scored if not row[2]][:remaining]
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used.sort(key=lambda row: row[0], reverse=True)
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if not used:
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return {"used": [], "error": None}
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# Only now, for at most top_k rows, is the text worth fetching.
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used_ids = [memory_id for _, memory_id, _ in used]
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texts = dict(
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db.execute(
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select(models.Memory.id, models.Memory.text)
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.where(models.Memory.id.in_(used_ids))
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).all()
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)
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if update_stats:
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# synchronize_session=False: nothing in this request reads the counters
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# back, and matching the UPDATE against loaded objects would mean having
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# loaded them, which is the cost this whole path exists to avoid.
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db.execute(
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update(models.Memory)
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.where(models.Memory.id.in_(used_ids))
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.values(use_count=models.Memory.use_count + 1, last_used_at=models.utcnow())
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.execution_options(synchronize_session=False)
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)
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return {
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"used": [
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{"id": memory_id, "text": texts.get(memory_id, ""),
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"similarity": round(score, 4), "pinned": pinned}
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for score, memory_id, pinned 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:"
|
|
)
|
|
except ProviderError:
|
|
return # logged in the debug page; cursor unchanged → retried next turn
|
|
if not text:
|
|
return
|
|
db.add(
|
|
models.Memory(
|
|
adventure_id=adventure.id,
|
|
text=text,
|
|
source_start=block[0].index,
|
|
source_end=block[-1].index,
|
|
)
|
|
)
|
|
adventure.memory_cursor = cursor + MEMORY_INTERVAL
|
|
db.commit()
|
|
|
|
|
|
async def _update_story_summary(
|
|
adventure: models.Adventure, settings: models.Settings, db: Session
|
|
) -> None:
|
|
settled = settled_count(adventure)
|
|
if settled - adventure.summary_cursor < SUMMARY_INTERVAL:
|
|
return
|
|
|
|
# Fold in memories covering the uncovered stretch; fall back to raw story
|
|
# text if memory creation is lagging (e.g. it just failed).
|
|
# summary_cursor is a position into story_actions(); Memory.source_end is
|
|
# an Action.index. Translate the cursor to an index boundary before
|
|
# comparing — the two spaces diverge once actions are deleted or empty.
|
|
if adventure.summary_cursor < settled:
|
|
[first_uncovered] = settled_slice(adventure, adventure.summary_cursor, 1)
|
|
boundary = first_uncovered.index
|
|
else:
|
|
last = settled_slice(adventure, settled - 1, 1) if settled else []
|
|
boundary = last[0].index + 1 if last else 0
|
|
new_events = [
|
|
m.text
|
|
for m in adventure.memories
|
|
if m.source_end is not None and m.source_end >= boundary
|
|
]
|
|
if new_events:
|
|
events_text = "\n".join(f"- {t}" for t in new_events)
|
|
else:
|
|
block = settled_slice(
|
|
adventure, adventure.summary_cursor, settled - adventure.summary_cursor
|
|
)
|
|
events_text = truncate_to_last_tokens("\n\n".join(a.text for a in block), 2000)
|
|
|
|
current = adventure.story_summary.strip()
|
|
user_prompt = (
|
|
f"Current story summary:\n{current or '(none yet)'}\n\n"
|
|
f"New events since the last update:\n{events_text}\n\n"
|
|
"Updated summary:"
|
|
)
|
|
try:
|
|
text = await summary_provider(settings).complete(
|
|
SUMMARY_SYSTEM_PROMPT, user_prompt, max_tokens=600
|
|
)
|
|
except ProviderError:
|
|
return
|
|
if not text:
|
|
return
|
|
adventure.story_summary = text
|
|
adventure.summary_cursor = settled
|
|
db.commit()
|
|
|
|
|
|
async def _embed_pending(
|
|
adventure: models.Adventure, settings: models.Settings, db: Session
|
|
) -> None:
|
|
# A query, not a walk of adventure.memories: this ran every turn and pulled
|
|
# the whole bank's vectors to find the handful that had none.
|
|
pending = (
|
|
db.query(models.Memory)
|
|
.filter(
|
|
models.Memory.adventure_id == adventure.id,
|
|
models.Memory.embedded.is_(False),
|
|
models.Memory.forgotten.is_(False),
|
|
)
|
|
.order_by(models.Memory.id)
|
|
.limit(MAX_EMBED_BATCH)
|
|
.all()
|
|
)
|
|
if not pending:
|
|
return
|
|
try:
|
|
new = await embedding_provider(settings).embed([m.text for m in pending])
|
|
except ProviderError:
|
|
return
|
|
for memory, vector in zip(pending, new):
|
|
set_vector(memory, vector)
|
|
db.commit()
|
|
|
|
|
|
def _evict_over_capacity(
|
|
adventure: models.Adventure, settings: models.Settings, db: Session
|
|
) -> None:
|
|
# Counting and ranking are both things the database does without sending
|
|
# anything back. Walking adventure.memories to count them fetched every
|
|
# vector in the bank, every turn, whether or not anything was over capacity.
|
|
in_this_bank = (models.Memory.adventure_id == adventure.id,
|
|
models.Memory.forgotten.is_(False))
|
|
active = db.execute(
|
|
select(func.count(models.Memory.id)).where(*in_this_bank)
|
|
).scalar() or 0
|
|
overflow = active - max(1, settings.memory_bank_capacity)
|
|
if overflow <= 0:
|
|
return
|
|
doomed = db.execute(
|
|
select(models.Memory.id)
|
|
.where(*in_this_bank, models.Memory.pinned.is_(False))
|
|
.order_by(
|
|
models.Memory.use_count,
|
|
func.coalesce(models.Memory.last_used_at, models.Memory.created_at),
|
|
)
|
|
.limit(overflow)
|
|
).scalars().all()
|
|
if not doomed:
|
|
return # every active memory is pinned; capacity yields to the pins
|
|
db.execute(
|
|
update(models.Memory)
|
|
.where(models.Memory.id.in_(doomed))
|
|
.values(forgotten=True)
|
|
.execution_options(synchronize_session=False)
|
|
)
|
|
db.commit()
|
|
# The bulk UPDATE went around any loaded objects, so anything still holding
|
|
# the collection would see the evicted memories as active.
|
|
db.expire(adventure, ["memories"])
|