Attempts pile up at the tip as leaves and cost nothing. The moment the
player takes the story down one the line has already moved past, the two
futures have to coexist — so `tree.fork` gives that attempt a branch of
its own, forked at the depth just before it, and the line it leaves
keeps every turn it has.
One row is inserted and one row is moved. Nothing is copied: everything
before the fork is borrowed through the lineage cached on the branch
row. Measured on a 40-turn story forked twenty times — 21 branches, 140
rows, an 80-action story — the page load costs 31,652 B against the
31,433 B the same story flat costs, and a branch is 103 B of ancestry.
Nothing derived moves either, and that is the part worth keeping: a
memory hangs off the coordinate the parent's attempt still occupies, and
the lineage caps the parent one depth short of it. The fork simply
cannot see it, so it resummarizes that ground from the text it actually
tells, without a line of bookkeeping.
Two things had to change underneath. A new node's depth now comes from
the tip of its branch rather than from the adventure-wide `index`, which
would have left a hole in a fork's path the width of the other branch.
And undo stops at the fork — the turns before it belong to the branch
this one grew out of.
`GET /branches`, `POST /branches/{id}/switch` and
`POST /actions/{id}/fork` are the endpoints SP7's tree view is drawn on.
365 tests green, 18 of them new in test_branch_forking.py.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_017Dvvqn9ZDR4ixeFPHNbww7
438 lines
13 KiB
Python
438 lines
13 KiB
Python
from datetime import datetime
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from typing import Annotated, Literal
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from pydantic import BaseModel, ConfigDict, Field, computed_field
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from . import images
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# Length caps (Phase 9). The VARCHAR ones are correctness, not just abuse
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# limits: Postgres enforces column lengths (SQLite never did), so anything
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# longer must be a 422 here rather than a 500 at INSERT. Text-column caps are
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# generous abuse ceilings a legitimate player won't hit.
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NAME_MAX = 200 # titles/names — VARCHAR(200)
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TAGS_MAX = 500 # VARCHAR(500)
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CARD_TYPE_MAX = 100 # VARCHAR(100)
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PROSE_MAX = 50_000 # memory, author's note, prompts, entries, notes...
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SCRIPT_MAX = 200_000 # one JS source
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ACTION_MAX = 20_000 # one player action
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MEMORY_TEXT_MAX = 5_000
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# A scenario cover image, stored inline as a base64 data URI. 400x300 WebP at
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# the quality the editor encodes lands around 20-40 KB; 400 KB leaves room for
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# a client that downscales less aggressively without letting anyone park a
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# multi-megabyte PNG in a row that gets read on every list request.
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IMAGE_MAX = 400_000
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ICON_MAX = 16 # one emoji/glyph — VARCHAR(16)
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Name = Annotated[str, Field(max_length=NAME_MAX)]
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Tags = Annotated[str, Field(max_length=TAGS_MAX)]
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CardType = Annotated[str, Field(max_length=CARD_TYPE_MAX)]
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Prose = Annotated[str, Field(max_length=PROSE_MAX)]
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ScriptSource = Annotated[str, Field(max_length=SCRIPT_MAX)]
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ActionText = Annotated[str, Field(max_length=ACTION_MAX)]
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Image = Annotated[str, Field(max_length=IMAGE_MAX)]
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Icon = Annotated[str, Field(max_length=ICON_MAX)]
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class ORMModel(BaseModel):
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model_config = ConfigDict(from_attributes=True)
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# ---------- Story cards ----------
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class StoryCardBase(BaseModel):
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type: CardType = ""
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name: Name = ""
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keys: Prose = ""
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entry: Prose = ""
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notes: Prose = ""
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class StoryCardCreate(StoryCardBase):
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scenario_id: int | None = None
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adventure_id: int | None = None
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class StoryCardUpdate(BaseModel):
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type: CardType | None = None
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name: Name | None = None
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keys: Prose | None = None
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entry: Prose | None = None
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notes: Prose | None = None
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class StoryCardOut(ORMModel, StoryCardBase):
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id: int
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scenario_id: int | None
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adventure_id: int | None
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# ---------- Scenarios ----------
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class ScenarioBase(BaseModel):
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title: Name = "Untitled Scenario"
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description: Prose = ""
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prompt: Prose = ""
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memory: Prose = ""
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authors_note: Prose = ""
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ai_instructions: Prose = ""
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tags: Tags = ""
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# Cover art — an https URL or a base64 data URI. See app/images.py.
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image: Image = ""
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# Emoji/glyph shown when `image` is empty.
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icon: Icon = ""
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# Phase 12: RPG world-state template (stat defs, bands, rules, milestones).
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# None means no RPG layer.
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stat_schema: dict | None = None
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class ScenarioCreate(ScenarioBase):
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pass
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class ScenarioUpdate(BaseModel):
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title: Name | None = None
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description: Prose | None = None
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prompt: Prose | None = None
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memory: Prose | None = None
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authors_note: Prose | None = None
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ai_instructions: Prose | None = None
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tags: Tags | None = None
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image: Image | None = None
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icon: Icon | None = None
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stat_schema: dict | None = None
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script_ids: list[int] | None = None
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class ScenarioOut(ORMModel, ScenarioBase):
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id: int
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is_public: bool = False # shared demo content — read-only for everyone
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created_at: datetime
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updated_at: datetime
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story_cards: list[StoryCardOut] = []
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scripts: list["ScriptOut"] = []
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class ScenarioListItem(ORMModel):
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id: int
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title: str
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description: str
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tags: str
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is_public: bool = False
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updated_at: datetime
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# Read off the row so `image_url` can be derived, but excluded from the
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# response: a list of base64 data URIs would be megabytes of JSON.
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image: str = Field("", exclude=True)
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icon: str = ""
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@computed_field
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@property
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def image_url(self) -> str:
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return images.public_url(self.id, self.image, self.updated_at)
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# ---------- Adventures ----------
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class AdventureCreate(BaseModel):
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scenario_id: int | None = None
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title: Name | None = None
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# ${Placeholder} values collected from the player at start (AI Dungeon behavior).
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placeholders: dict[str, str] = {}
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class AdventureUpdate(BaseModel):
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title: Name | None = None
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memory: Prose | None = None
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authors_note: Prose | None = None
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ai_instructions: Prose | None = None
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story_summary: Prose | None = None
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auto_summarize: bool | None = None
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memory_bank_enabled: bool | None = None
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class AdventureRefresh(BaseModel):
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"""Body for "Update from scenario". `placeholders` supplies answers the
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adventure has no stored value for (see AdventureCreate.placeholders); they
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are merged over the stored ones and saved."""
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placeholders: dict[str, str] = {}
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class RefreshPlan(BaseModel):
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"""What a refresh would change — drives the confirm dialog."""
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scenario_id: int
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scenario_title: str
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has_changes: bool
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# field name -> {"old": ..., "new": ...}, only for fields that differ.
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fields: dict[str, dict] = {}
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# {"added"|"updated"|"removed": [card name, ...]}
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cards: dict[str, list[str]] = {}
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# {"added"|"removed": [stat path, ...]} — live values are otherwise kept.
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world_state: dict[str, list[str]] = {}
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# ${Placeholder} names the scenario asks for that the adventure has no
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# stored answer to; the client must collect these and send them back.
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placeholders_needed: list[str] = []
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class ActionOut(ORMModel):
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id: int
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adventure_id: int
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index: int
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type: str
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text: str
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reasoning: str | None = None
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# Phase 12: compact RPG state changes for this turn (from the model property).
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world_changes: list[dict] = []
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# Retry history: how many attempts exist for this turn (0 = never retried)
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# and which one is live. The attempts themselves come from
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# GET /actions/{id}/variants so this payload stays small.
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variant_count: int = 0
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variant_index: int = 0
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created_at: datetime
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class VariantOut(BaseModel):
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index: int
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text: str
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reasoning: str | None = None
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created_at: str | None = None
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active: bool = False
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class VariantSelect(BaseModel):
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index: int = Field(ge=0)
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class BranchOut(ORMModel):
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"""One line through the story tree (Phase 14, SP5).
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Enough to draw the tree and nothing more: `fork_depth` is where this line
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leaves its parent and `depth` is where it currently ends, so a fork is two
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numbers rather than a walk. `own_actions` counts the turns played on this
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branch itself — the rest of its story is borrowed from its ancestors, which
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is the whole point and also why the number is smaller than the reader
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expects.
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"""
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id: int
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parent_branch_id: int | None = None
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fork_depth: int | None = None
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depth: int
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own_actions: int = 0
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is_head: bool = False
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created_at: datetime
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class ActionUpdate(BaseModel):
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text: ActionText
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class ActionCreate(BaseModel):
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type: Literal["do", "say", "story", "continue"]
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text: ActionText = ""
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class AdventureOut(ORMModel):
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id: int
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scenario_id: int | None
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title: str
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memory: str
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authors_note: str
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ai_instructions: str
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story_summary: str
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auto_summarize: bool
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memory_bank_enabled: bool
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created_at: datetime
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updated_at: datetime
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story_cards: list[StoryCardOut] = []
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# The NEWEST window of the story, not all of it — older pages arrive from
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# GET /{id}/actions as the reader scrolls up. `action_count` is the whole
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# story's length, which is how the client knows there is more above.
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actions: list[ActionOut] = []
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action_count: int = 0
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class ActionPage(BaseModel):
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"""A slice of the story, counted back from the newest action."""
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actions: list[ActionOut] = []
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total: int = 0
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# Whether anything older than this slice exists. Computed server-side so
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# the client never has to do arithmetic on positions to find the end.
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has_more: bool = False
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# ---------- Memory bank (Phase 6) ----------
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class MemoryOut(ORMModel):
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id: int
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adventure_id: int
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text: str
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pinned: bool
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forgotten: bool
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embedded: bool # model property: embedding vector present
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use_count: int
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last_used_at: datetime | None
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source_start: int | None
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source_end: int | None
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created_at: datetime
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class MemoryCreate(BaseModel):
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text: Annotated[str, Field(max_length=MEMORY_TEXT_MAX)]
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class MemoryUpdate(BaseModel):
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text: Annotated[str, Field(max_length=MEMORY_TEXT_MAX)] | None = None
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pinned: bool | None = None
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forgotten: bool | None = None
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class AdventureListItem(ORMModel):
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id: int
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scenario_id: int | None
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scenario_title: str | None = None
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title: str
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updated_at: datetime
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action_count: int = 0
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# "Where you left off" — the tail of the most recent narrative beat, so a
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# Continue card can show the story instead of just a turn count.
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snippet: str = ""
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# Cover art inherited from the parent scenario (see app/images.py).
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image_url: str = ""
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icon: str = ""
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# ---------- Scripts ----------
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class ScriptBase(BaseModel):
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name: Name = "Untitled Script"
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description: Prose = ""
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library_js: ScriptSource = ""
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input_js: ScriptSource = ""
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context_js: ScriptSource = ""
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output_js: ScriptSource = ""
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class ScriptCreate(ScriptBase):
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pass
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class ScriptUpdate(BaseModel):
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name: Name | None = None
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description: Prose | None = None
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library_js: ScriptSource | None = None
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input_js: ScriptSource | None = None
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context_js: ScriptSource | None = None
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output_js: ScriptSource | None = None
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class ScriptOut(ORMModel, ScriptBase):
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id: int
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created_at: datetime
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updated_at: datetime
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class ScriptTestRequest(BaseModel):
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hook: Literal["input", "context", "output"]
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text: Prose = ""
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state: dict = {}
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class AdventureScriptOut(ORMModel):
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id: int
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adventure_id: int
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position: int
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enabled: bool
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name: str
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description: str
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library_js: str
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input_js: str
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context_js: str
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output_js: str
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# Set by the router (not stored): True when a syncable library version
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# exists whose code differs from this copy; None when nothing to sync.
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out_of_date: bool | None = None
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class AdventureScriptUpdate(BaseModel):
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enabled: bool | None = None
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library_js: ScriptSource | None = None
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input_js: ScriptSource | None = None
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context_js: ScriptSource | None = None
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output_js: ScriptSource | None = None
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# ---------- Auth (Phase 8) ----------
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class AuthCredentials(BaseModel):
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email: Annotated[str, Field(max_length=320)] # VARCHAR(320)
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# Upper bound keeps scrypt cost flat — hashing megabyte "passwords" is CPU
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# an attacker would otherwise get for free.
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password: Annotated[str, Field(max_length=128)]
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# ---------- Settings ----------
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class SettingsOut(ORMModel):
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endpoint_url: str
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# The key itself is never echoed back (encrypted at rest, write-only).
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has_api_key: bool
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model: str
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api_mode: str
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temperature: float
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max_output_tokens: int
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reasoning_max_tokens: int
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context_token_budget: int
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narrator_prompt: str
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stream: bool
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summary_model: str
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embedding_model: str
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memory_bank_capacity: int
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memory_top_k: int
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ScenarioOut.model_rebuild()
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# ---------- AI Chat (power users) ----------
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# A scratchpad for talking to a model directly, with no story framing. Nothing
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# is persisted server-side, so these caps are purely per-request abuse limits.
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CHAT_MESSAGE_MAX = 100_000 # one message
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CHAT_TOTAL_MAX = 400_000 # whole conversation sent up per request
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CHAT_MESSAGES_MAX = 200 # turns per request
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class ChatMessage(BaseModel):
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role: Literal["system", "user", "assistant"]
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content: Annotated[str, Field(max_length=CHAT_MESSAGE_MAX)]
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class ChatRequest(BaseModel):
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messages: Annotated[list[ChatMessage], Field(min_length=1, max_length=CHAT_MESSAGES_MAX)]
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# Empty/omitted = fall back to the user's configured model.
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model: Name | None = None
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temperature: Annotated[float, Field(ge=0, le=5)] | None = None
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max_tokens: Annotated[int, Field(ge=1, le=100_000)] | None = None
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class SettingsUpdate(BaseModel):
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endpoint_url: Annotated[str, Field(max_length=500)] | None = None # VARCHAR(500)
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# Encryption expands the stored value ~4/3 into the same VARCHAR(500):
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# 256 plaintext chars is the largest safe input ("enc:" + Fernet + base64).
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api_key: Annotated[str, Field(max_length=256)] | None = None
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model: Name | None = None
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api_mode: Annotated[str, Field(max_length=20)] | None = None
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temperature: Annotated[float, Field(ge=0, le=5)] | None = None
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max_output_tokens: Annotated[int, Field(ge=1, le=100_000)] | None = None
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# -1 = explicitly off (sends `reasoning: {effort: none}`); 0 = send nothing.
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reasoning_max_tokens: Annotated[int, Field(ge=-1, le=100_000)] | None = None
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context_token_budget: Annotated[int, Field(ge=256, le=200_000)] | None = None
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narrator_prompt: Prose | None = None
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stream: bool | None = None
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summary_model: Name | None = None
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embedding_model: Name | None = None
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memory_bank_capacity: Annotated[int, Field(ge=1, le=1000)] | None = None
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memory_top_k: Annotated[int, Field(ge=1, le=50)] | None = None
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