M01, the hundred-turn campaign, is the one REQUIRED test still outstanding. Everything here is about it finishing, and being worth believing when it does. No requirement changed, no acceptance test was retired or relaxed, and M11 §P.1's "no performance requirement" still stands: what changed is the cost of a turn, not what a turn contains. An inference server caches a prompt by its prefix. The history window gave up its oldest action every turn, which changed the prompt near the front and threw that cache away, so nearly the whole prompt was reprocessed every turn however little had actually changed. The window now snaps the oldest depth to a block and holds it, stepping every few turns. Measured on real builder output at an 8,192-token budget: 124.0s per turn against 362.4s. The cost is history depth, bounded by TRIM_FRACTION at a quarter of the window, which is the dial between recent history and speed. A run that dies no longer starts again from turn one. m11_long_run checkpoints resume.json after the prologue, after every scheduled step and after every turn, and --resume reattaches to the same campaign. A finished run deletes it, so the file's presence means an unfinished run and starting fresh over one is refused. The model timeout is an option rather than a hard-coded 600s, a turn that overruns is a failed turn instead of an unhandled exception that ends the run with no summary, and a run that has stopped producing turns writes its evidence and stops. Two checks could not fail. M04's planted clue went into an add_fact "detail" key that the event does not define, so it was dropped and fact_still_in_state could never be true; it is now in "value" and proved at turn one, which stops a run measuring nothing for hours. m11_browser degraded silently without a narrator into two failures that read exactly like a product regression, and now requires one, with --no-narrator as an explicit opt-out that marks the run partial. Window discovery speaks Ollama's native API, so against vLLM or llama.cpp's own server the window goes unverified and the budget uncapped -- M11's own failure mode reached by another route. context_window_override lets the operator state what they launched the server with, and is used only where discovery left a hole: a verified window always wins, so a declaration can lower an unknown ceiling into existence and never raise a known one. "verified" still means the server answered, so window_verified in a turn's provenance keeps the meaning M11's report counts on. planning/README.md said the M11 tree was staged rather than committed, in two places; it was committed and signed. Planning package v3.8. Backend 1,376 passed, 17 skipped, 0 failed; frontend 161; lint and build clean. Every M11 harness re-run on this tree: browser 38/0/0, offline 23/0, identity clean, contrast unchanged, recovery 14/0 on a small bundle. M01 itself has not been run. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01E9LiyxBxnMTXV2wRjdyDGB
460 lines
20 KiB
Python
460 lines
20 KiB
Python
"""Playing a turn: the model call, the SSE stream, and the one-turn-at-a-time lock.
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Everything a test needs to intercept lives here, and other modules reach it as
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`turns.<name>` rather than importing it by value. That matters twice. The turn
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lock guards one set only while one module owns it. And a test that replaces
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`OpenAICompatibleProvider` or `generate_turn` patches this module, which every
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caller reads through.
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"""
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import threading
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from fastapi import Depends, HTTPException, Request
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from fastapi.responses import StreamingResponse
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from sqlalchemy.orm import Session
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from ... import (
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attempts, head, limits, memorybank, models, narrative, schemas, tree,
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worldstate,
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)
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from ... import contextwindow
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from ...context import ContextOverflow, build_context, cursors
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from ...knowledge import retrieval as knowledge_retrieval
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from ...database import get_db
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from ...providers import OpenAICompatibleProvider, PromptParts, ProviderError
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from ...sse import SSE_HEADERS, sse, turn_error
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from ..settings import get_settings
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from .deps import CurrentUser, current_adventure, router
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from .nodes import _move_to_after, next_depth
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from .paging import annotate_takes
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def world_delta_of(snapshot: dict | None) -> dict | None:
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"""Returns the bulk-read slice of a context snapshot, for `Action.world_delta`.
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`context_snapshot` is deferred because it holds the whole assembled prompt.
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The parts that every action needs get their own small column instead: the
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world-change chips, the emit block replayed into history, and the refusal
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note fed back to the model. Update this function wherever a snapshot is
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written.
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Carry all three report lists, not just `applied`. `Action.world_changes`
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marks a chip from `clamped` and builds its refusal chips from `rejected`,
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and `worldstate.refusals` reads both. Storing `applied` alone left every
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consumer unable to tell a refused change from one that worked, which is the
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distinction this column exists to carry. The two extra lists are subsets of
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one turn's block, so they cost a few hundred bytes per action at most.
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"""
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ws = (snapshot or {}).get("world_state")
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if not isinstance(ws, dict):
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return None
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report = ws.get("report") or {}
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return {
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"delta": ws.get("delta") or {},
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"applied": report.get("applied") or [],
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"clamped": report.get("clamped") or [],
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"rejected": report.get("rejected") or [],
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}
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# One turn at a time per adventure. The set lives in memory, which is enough for
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# a single-process local app. Sync endpoints run in a threadpool, so the
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# check-and-add needs a lock. The check also has to run during the request
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# rather than when the SSE generator first runs. Otherwise two rapid requests
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# both pass the check and generate concurrently.
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_active_turns: set[int] = set()
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_active_turns_guard = threading.Lock()
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def acquire_turn_lock(adventure_id: int):
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"""Claims the adventure's turn slot atomically. `with_turn_lock` releases it."""
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with _active_turns_guard:
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if adventure_id in _active_turns:
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raise HTTPException(409, "A turn is already generating for this adventure.")
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_active_turns.add(adventure_id)
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async def with_turn_lock(adventure_id: int, gen):
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"""Wraps an SSE generator so that it releases the `acquire_turn_lock` lock."""
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try:
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async for event in gen:
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yield event
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finally:
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_active_turns.discard(adventure_id)
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#: Openings that mean the reader has already written the subject of the sentence.
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#:
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#: Matched as whole words, longest first, so "I'm" is recognised before "I".
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_FIRST_PERSON = ("i ", "i'm ", "i've ", "i'll ", "i'd ", "my ", "we ", "we're ")
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def format_player_input(action_type: str, text: str) -> str:
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"""Formats player input the way AI Dungeon does — with one M8 correction.
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The convention is a `>` marker and second person: typing `look around` in
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the old Do mode stored `> You look around.`, which reads correctly and shows
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the model whose turn it is.
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**M8 broke that assumption and this repairs it.** `BROWSER-UX-SPEC.md` §12
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replaced the Do/Say/Story selector with one natural-language field, and §11
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tells the reader to write sentences like *"I enter the tavern."* Prefixing
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that produced `> You I enter the tavern.` — in the transcript, in the
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replayed history, and therefore in the narration, where a small model
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imitates it and writes "You I thank her". It was visible in the very first
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browser pass of the new composer.
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So the prefix is added only when the reader has *not* already written a
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subject. First person is left alone; everything else keeps the old
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behaviour, and the `>` marker is unchanged in every case, because that is
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what actually distinguishes a player turn in the prompt.
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Storage is unchanged for text that was already formatted — see
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`test_take_parentage.py`, which guards against `> You > You ...`.
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"""
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text = text.strip()
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if action_type == "say":
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text = text.strip('"')
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if text and text[-1] not in ".!?…":
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text += "."
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return f'> You say "{text}"'
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if action_type == "do":
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if text.lower().startswith("you "):
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text = text[4:]
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if text and text[-1] not in ".!?…":
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text += "."
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lowered = text.lower()
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if any(lowered.startswith(opening) for opening in _FIRST_PERSON):
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return f"> {text}"
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return f"> You {text}"
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return text # The "story" type is appended as raw text.
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def action_json(action: models.Action, db: Session | None = None) -> dict:
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"""Serializes one action for the wire.
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Passing `db` fills in the pager numbers, and a turn that was just played must
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pass it. The attempt that turn created is often the second one at its
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coordinate, so the message needs a pager that the client cannot infer from a
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count of one. Without `db`, a retry showed no pager until the page reloaded.
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The adventure GET has the same requirement and builds its window a third way.
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"""
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if db is not None:
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annotate_takes(db, action.adventure_id, [action])
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return schemas.ActionOut.model_validate(action).model_dump(mode="json")
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async def generate_turn(
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adventure: models.Adventure,
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db: Session,
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user: models.User,
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retry_of: models.Action | None = None,
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):
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"""Streams the AI continuation as SSE, then stores the result.
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If `retry_of` is set, the result is stored as a sibling of that AI action, at
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the same turn and the same coordinate, and the discarded attempt stays where
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it was written. Before calling, the caller must roll the adventure back to
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the state before that turn. See `retry_action`. If this generator ends
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without saving, the rollback is undone, so the state cannot diverge from the
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text on screen.
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"""
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saved = False
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try:
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async for event in _generate_turn(adventure, db, user, retry_of):
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if event is _SAVED:
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saved = True
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continue
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yield event
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finally:
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if retry_of is not None and not saved:
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# The turn failed with a provider error, an empty reply, or a
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# disconnected client. No sibling was written, so the
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# attempt on screen is still the live one. Restore the state it
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# produced.
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attempts.restore_state(adventure, retry_of)
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db.commit()
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# `_generate_turn` yields this sentinel once the action is committed. It tells
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# the wrapper above to leave the rollback in place rather than reverse it.
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_SAVED = object()
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async def _generate_turn(
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adventure: models.Adventure,
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db: Session,
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user: models.User,
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retry_of: models.Action | None = None,
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):
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settings = get_settings(db, user)
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# On a retry, the attempt being replaced is still the live node of its turn,
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# because it stays live until a replacement exists. Filter it out of the
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# context. Otherwise the model reads the attempt it is replacing as
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# established story and writes a sequel to it.
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replacing_id = retry_of.id if retry_of is not None else None
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memories = await memorybank.retrieve_memories(
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adventure, settings, update_stats=True, exclude_action_id=replacing_id
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)
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# M7: the imported library, retrieved for the position being read. Excluding
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# the attempt being replaced matters here for the same reason it does for
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# memories — the query is built from the recent story, and a discarded
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# attempt must not steer which passages the replacement is given.
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knowledge = await knowledge_retrieval.retrieve(
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adventure, settings, exclude_action_id=replacing_id
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)
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# M11: what this server will actually accept. Asked here rather than inside
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# the builder for the same reason retrieval is — the builder makes no
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# network calls — and cached per endpoint and model, so it costs one short
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# request per session rather than one per turn. An unverified window does
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# not block the turn; it is recorded as unverified in the snapshot below.
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window = await contextwindow.probe(settings.endpoint_url, settings.model,
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declared=settings.context_window_override)
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try:
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system_text, story_text, snapshot = build_context(
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adventure,
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settings,
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memories,
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exclude_action_id=replacing_id,
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knowledge=knowledge,
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window=window,
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)
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except ContextOverflow as exc:
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# M6: the protected context does not fit in the configured budget, so
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# there is no prompt to send. This is a settings problem the reader can
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# fix, and the message says how — reporting it as a failed turn keeps
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# the story intact and tells them what to change, where building the
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# prompt anyway would return a silently truncated reply.
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yield turn_error(str(exc))
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return
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parts = PromptParts(system=system_text, story=story_text)
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provider = OpenAICompatibleProvider(
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settings.endpoint_url, settings.model, settings.api_mode,
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settings.model_timeout_seconds,
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)
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chunks: list[str] = []
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reasoning_chunks: list[str] = []
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try:
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async for kind, chunk in provider.generate(
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parts, temperature=settings.temperature, max_tokens=settings.max_output_tokens
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):
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if kind == "reasoning":
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reasoning_chunks.append(chunk)
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yield sse({"type": "reasoning", "text": chunk})
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else:
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chunks.append(chunk)
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yield sse({"type": "chunk", "text": chunk})
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except ProviderError as exc:
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yield turn_error(str(exc))
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return
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text = "".join(chunks).strip()
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# The model's literal reply, kept for the Insights "Raw AI output" view. It
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# still contains the world-state block, which the code below strips.
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raw_output = text
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if not text:
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# The model streamed reasoning but no story text, so it spent its whole
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# budget on reasoning. Report that rather than "empty response".
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if reasoning_chunks:
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detail = (
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"The model used its entire token budget on reasoning and returned no "
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'story text. Raise "Max output tokens" in Settings, set a "Reasoning '
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'max tokens" cap, or switch to a non-reasoning model.'
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)
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else:
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detail = "The AI returned an empty response."
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yield turn_error(detail)
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return
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# M5: read the typed state proposal out of the reply, validate it, apply
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# what survives, and strip the block from the displayed text.
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#
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# This replaced the Phase 12 relative-delta pipeline. The shape of the turn
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# is unchanged — extract, referee, snapshot — because ADR 010 changed the
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# protocol, not the lifecycle. What changed is that the referee now works on
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# explicit typed events with absolute values, so an accepted proposal cannot
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# mean something other than it says.
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#
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# A retry re-runs the same turn, so it is played at that turn's depth. This
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# was `retry_of.index`, which held the same number until SP4. Depth stays
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# correct once a branch has its own numbering.
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ai_depth = retry_of.depth if retry_of is not None else next_depth(adventure)
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text, parsed, raw_block = narrative.extract.split(text)
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if not text.strip():
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yield turn_error("The AI returned only a state update and no story text.")
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return
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review = narrative.validate.review(
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parsed if parsed is not None else {"events": []},
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narrative.store.current(adventure),
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narrative.store.canon_of(adventure),
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)
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# Held until the action exists, because a proposal record names the node
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# whose narration produced it and the node has no id yet. Everything lands
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# in the single commit below (L01).
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# The coordinate is read off the node after it is placed, not guessed here:
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# `tree.place_action` assigns the branch, and a retry inherits the branch of
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# the attempt it replaces.
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pending_state = {
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"review": review,
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"parsed": parsed,
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"raw_block": raw_block,
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"unparseable": parsed is None and bool(raw_block),
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}
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snapshot["narrative_state"] = {
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"accepted": review.accepted,
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"rejected": [r.as_dict() for r in review.rejected],
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"status": review.status,
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}
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snapshot["raw_output"] = raw_output
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# The cost the endpoint reports for the call, including how much of the
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# prompt came from cache rather than being billed in full. This is recorded
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# per attempt, next to the prompt it priced.
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snapshot["usage"] = provider.last_usage
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reasoning = "".join(reasoning_chunks).strip() or None
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ai_action = models.Action(
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adventure_id=adventure.id,
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depth=ai_depth,
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type="ai",
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text=text,
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reasoning=reasoning,
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context_snapshot=snapshot,
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world_delta=world_delta_of(snapshot),
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)
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if retry_of is not None:
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attempts.add_attempt(db, adventure, retry_of, ai_action)
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db.add(ai_action)
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# The text at this coordinate changed, so anything derived from it no
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# longer describes the story. Withdraw the memory attached to the node
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# and return that stretch to both passes. Before SP4 this code was
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# unreachable, because the summarizer held the newest action back until
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# a turn landed on top of it. `memorybank.SETTLE_SLACK` keeps a memory
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# off the tip again, for cost rather than for correctness, so this is
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# now the rare case: undo or delete can carry a summarized node back to
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# the tip, and then a retry of it lands here. See `memorybank`.
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memorybank.forget_node(db, adventure, retry_of)
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cursors.rewind_all(adventure, retry_of.branch_id, ai_depth - 1)
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# Flush so the new attempt has an id. The session does not autoflush,
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# and attempts page in id order, so a read taken before this point puts
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# the newest attempt nowhere.
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db.flush()
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else:
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tree.place_action(db, adventure, ai_action)
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db.add(ai_action)
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db.flush()
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# The state lands after the node exists and before the one commit, so the
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# narration, the head, the accepted events, the provenance and the snapshot
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# are one transaction. L01 forbids any window in which a turn looks accepted
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# while its state is half-written, and the cheapest guarantee is to have a
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# single commit rather than two that could get out of step.
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new_state, _proposal = narrative.store.record(
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db, adventure,
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review=pending_state["review"],
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raw_block=pending_state["raw_block"],
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parsed=pending_state["parsed"],
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action=ai_action,
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branch_id=ai_action.branch_id,
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depth=ai_action.depth,
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model_name=settings.model or "",
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source="accepted_story",
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)
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if pending_state["unparseable"]:
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_proposal.status = "unparseable"
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before_state = narrative.store.current(adventure)
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narrative.store.set_current(adventure, new_state)
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ai_action.state_changes = {
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"accepted": pending_state["review"].accepted,
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"rejected": [r.as_dict() for r in pending_state["review"].rejected],
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"summary": narrative.apply.diff(before_state, new_state),
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}
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attempts.snapshot_outcome(adventure, ai_action)
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adventure.updated_at = models.utcnow()
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db.commit()
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db.refresh(ai_action)
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yield _SAVED
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yield sse({"type": "done", "action": action_json(ai_action, db)})
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# Phase 6: schedule summarization and embedding without waiting for them.
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# The task opens its own database session.
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memorybank.schedule_post_turn(adventure)
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async def run_player_turn(
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adventure: models.Adventure,
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db: Session,
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payload: schemas.ActionCreate,
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user: models.User,
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preformatted: bool = False,
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):
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"""Plays a player's turn: their action, then the reply to it.
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`preformatted` means the text already carries the `> You ...` conventions and
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is written as-is. That applies when the player retakes a turn they already
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played (SP9). The editor is seeded with the stored text, which is already
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formatted, and a plain edit puts that same text in the box and writes it back
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verbatim. Formatting it a second time produces `> You > You ...`.
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"""
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# An empty do, say, or story action behaves as a continue.
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if payload.type != "continue" and payload.text.strip():
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formatted = (
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payload.text.strip() if preformatted
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else format_player_input(payload.type, payload.text)
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)
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player_action = models.Action(
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adventure_id=adventure.id,
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depth=next_depth(adventure),
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type=payload.type,
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text=formatted,
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)
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# The state this node leaves behind. The AI turn after it starts here,
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# and a retry of that turn rolls back to here.
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attempts.snapshot_outcome(adventure, player_action)
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|
tree.place_action(db, adventure, player_action)
|
|
db.add(player_action)
|
|
db.commit()
|
|
db.refresh(player_action)
|
|
# The new action was added through its foreign key, so the loaded
|
|
# `adventure.actions` collection is stale. Without this expire,
|
|
# `build_context` for the AI action does not see the player action
|
|
# that was just saved.
|
|
db.expire(adventure, ["actions"])
|
|
yield sse({"type": "player", "action": action_json(player_action, db)})
|
|
|
|
async for event in generate_turn(adventure, db, user):
|
|
yield event
|
|
|
|
|
|
@router.post("/{adventure_id}/actions")
|
|
def create_action(
|
|
adventure_id: int,
|
|
payload: schemas.ActionCreate,
|
|
request: Request,
|
|
db: Session = Depends(get_db),
|
|
user: models.User = CurrentUser,
|
|
adventure: models.Adventure = Depends(current_adventure),
|
|
):
|
|
limits.check_row_cap("actions", db, user, adventure=adventure)
|
|
acquire_turn_lock(adventure_id)
|
|
try:
|
|
_move_to_after(db, adventure, payload.after_id)
|
|
# The first write below a moved-back head is where a divergence happens
|
|
# (M3). Undo alone does not fork — the user may be reading, or about to
|
|
# Redo — so this is the moment the story states which continuation it
|
|
# means. The displaced future keeps its rows on the branch being left.
|
|
# A head already at the tip, which is every ordinary turn, forks nothing.
|
|
if head.fork_if_behind_head(db, adventure):
|
|
db.commit()
|
|
db.refresh(adventure)
|
|
except BaseException:
|
|
_active_turns.discard(adventure_id)
|
|
raise
|
|
return StreamingResponse(
|
|
with_turn_lock(adventure_id, run_player_turn(adventure, db, payload, user)),
|
|
media_type="text/event-stream",
|
|
headers=SSE_HEADERS,
|
|
)
|