Files
turnstone/examples/door-game/understone/persistence.py
T
Patrick Buckley 08d46f086f feat(examples): Understone v0.5 — ambushes, the inn mailbox, and dice
The social slice: the shared world gets teeth, letters, and a house game.

- Ambush (async PvP, classic door-game player-kill spirit): waylay an adventurer who has
  not yet begun their day. Ordered gates — known target, not yourself, the
  gatekeeper shields the young (both >= min level), level band +-2, the
  SLEEP RULE (acting today makes you watchful — an active-play defense),
  mercy for the downed (hp<=1 cannot be piled on: even bandits have
  standards), once per pair per UTC day. Win: capped gold cut transfers,
  victim wakes at the spawn-stone with a private note; lose: the sleeper
  wakes blade-in-hand and the Herald crows your shame. The attacker wears
  the counter-blows the combat log narrates (state matches story). Both
  players persist in one transaction.
- The inn mailbox: events carry a target ('' = public). door_log delivers
  private notes to the addressee only; the Watch and other players never
  see them. Mail is DURABLE past the in-memory tail (SQLite backfill for
  cursors older than the resident window) — the broadsheet is ephemeral,
  letters are not. Sanitized, daily-capped.
- Inn dice: 2d6 against the house, bet- and count-capped per day, big wins
  make the news.
- Six new banded settings; four day-counter columns join the shared lazy
  UTC reset; schema stamp stays 1 (pre-1.0 mutates in place by design).

Tests 184 -> 231; sleep rule, mercy gate, band boundary (exact/over),
refusal precedence, attacker wear, zero-gold robbery, mail eviction
survival, and Watch privacy all pinned; guards revert-verified.
2026-06-13 04:40:40 -07:00

372 lines
13 KiB
Python

"""SQLite persistence — the only storage layer, ``sqlite3`` only.
A single connection is held for the process lifetime. MCP tool handlers are
synchronous and run on one event-loop thread, so writes serialise naturally
and no connection pool or lock is needed [VERIFIED: handlers are sync def].
WAL journaling is enabled so reads never block the single writer.
The store loads all players and recent events into memory at construction
(a write-through cache). State-changing tools update the cache and the DB in
one transaction; the game façade owns the per-action commit policy.
The connection is opened with ``check_same_thread=False`` because the Store
may be CONSTRUCTED on a different thread than the event-loop thread that later
serves tools (both the test fixture and ``main`` do this). Post-construction
access is single-threaded: sync tools run inline on the loop [verified against
mcp 1.27 func_metadata], so writes still serialise without a lock.
"""
from __future__ import annotations
import sqlite3
from typing import TYPE_CHECKING
from understone.engine.log import Event
from understone.engine.models import Mode, Player
from understone.engine.rank import HallEntry, RankEntry
if TYPE_CHECKING:
from pathlib import Path
# Pre-1.0 the schema mutates in place and the stamp is not yet meaningful;
# version discipline (and migrations) begins at 1.0.
_SCHEMA_VERSION = 1
# How many of the newest events to hydrate at construction. Full history stays
# in SQLite; this bounds the in-memory tail. Single source of truth — game.py
# imports it for the runtime trim, so the load size and the trim size cannot
# diverge. An ops knob (memory ceiling), never an economy value.
EVENT_TAIL_KEEP = 500
_PLAYER_COLUMNS = (
"name",
"x",
"y",
"hp",
"max_hp",
"level",
"xp",
"gold",
"atk",
"def_",
"weapon_id",
"armor_id",
"turns_left",
"turn_day",
"mode",
"at_location",
"created_at",
"last_seen",
"log_cursor",
"bestow_spent",
"bestow_day",
"wins",
"posts_sent",
"post_day",
"gambles",
"gamble_day",
)
class Store:
"""A write-through SQLite store for players and the shared event log."""
def __init__(self, db_path: str | Path) -> None:
self._conn = sqlite3.connect(str(db_path), check_same_thread=False)
self._conn.row_factory = sqlite3.Row
self._conn.execute("PRAGMA journal_mode=WAL")
self._conn.execute("PRAGMA foreign_keys=ON")
self._init_schema()
# -- schema ----------------------------------------------------------
def _init_schema(self) -> None:
self._conn.executescript(
"""
CREATE TABLE IF NOT EXISTS players (
name TEXT PRIMARY KEY,
x INTEGER NOT NULL,
y INTEGER NOT NULL,
hp INTEGER NOT NULL,
max_hp INTEGER NOT NULL,
level INTEGER NOT NULL,
xp INTEGER NOT NULL,
gold INTEGER NOT NULL,
atk INTEGER NOT NULL,
def_ INTEGER NOT NULL,
weapon_id TEXT NOT NULL,
armor_id TEXT NOT NULL,
turns_left INTEGER NOT NULL,
turn_day INTEGER NOT NULL,
mode TEXT NOT NULL,
at_location TEXT NOT NULL,
created_at TEXT NOT NULL,
last_seen TEXT NOT NULL,
log_cursor INTEGER NOT NULL,
bestow_spent INTEGER NOT NULL,
bestow_day INTEGER NOT NULL,
wins INTEGER NOT NULL DEFAULT 0,
posts_sent INTEGER NOT NULL DEFAULT 0,
post_day INTEGER NOT NULL DEFAULT 0,
gambles INTEGER NOT NULL DEFAULT 0,
gamble_day INTEGER NOT NULL DEFAULT 0
);
CREATE TABLE IF NOT EXISTS events (
id INTEGER PRIMARY KEY AUTOINCREMENT,
ts TEXT NOT NULL,
actor TEXT NOT NULL,
kind TEXT NOT NULL,
text TEXT NOT NULL,
target TEXT NOT NULL DEFAULT ''
);
CREATE TABLE IF NOT EXISTS ambushes (
attacker TEXT NOT NULL,
target TEXT NOT NULL,
day INTEGER NOT NULL,
PRIMARY KEY (attacker, target, day)
);
CREATE TABLE IF NOT EXISTS hall_of_fame (
id INTEGER PRIMARY KEY AUTOINCREMENT,
name TEXT NOT NULL,
win_ts TEXT NOT NULL,
run_days INTEGER NOT NULL,
level_at_win INTEGER NOT NULL
);
CREATE TABLE IF NOT EXISTS meta (
key TEXT PRIMARY KEY,
value TEXT NOT NULL
);
"""
)
self._conn.execute(
"INSERT OR IGNORE INTO meta(key, value) VALUES('schema_version', ?)",
(str(_SCHEMA_VERSION),),
)
self._conn.commit()
def set_meta(self, key: str, value: str) -> None:
"""Upsert a meta key (e.g. ``world_name``) and commit."""
self._conn.execute(
"INSERT INTO meta(key, value) VALUES(?, ?) "
"ON CONFLICT(key) DO UPDATE SET value=excluded.value",
(key, value),
)
self._conn.commit()
def get_meta(self, key: str) -> str | None:
"""Return a meta value, or ``None`` if unset."""
row = self._conn.execute("SELECT value FROM meta WHERE key=?", (key,)).fetchone()
return None if row is None else str(row["value"])
# -- load ------------------------------------------------------------
def load_all(self) -> tuple[dict[str, Player], list[Event]]:
"""Load every player and the most recent events into memory.
Only the newest ``EVENT_TAIL_KEEP`` events are resident; the full history
remains in SQLite. The tail is fetched newest-first then reversed so
the returned list stays ascending by id (the order ``since`` expects).
"""
players = {
row["name"]: _row_to_player(row) for row in self._conn.execute("SELECT * FROM players")
}
rows = self._conn.execute(
"SELECT * FROM events ORDER BY id DESC LIMIT ?", (EVENT_TAIL_KEEP,)
).fetchall()
events = [_row_to_event(row) for row in reversed(rows)]
return players, events
# -- writes (no commit here; the façade commits per action) ----------
def upsert_player(self, player: Player) -> None:
"""Insert or update a player row (no commit)."""
placeholders = ", ".join("?" for _ in _PLAYER_COLUMNS)
assignments = ", ".join(f"{col}=excluded.{col}" for col in _PLAYER_COLUMNS if col != "name")
self._conn.execute(
f"INSERT INTO players ({', '.join(_PLAYER_COLUMNS)}) VALUES ({placeholders}) "
f"ON CONFLICT(name) DO UPDATE SET {assignments}",
_player_to_row(player),
)
def insert_event(self, ts: str, actor: str, kind: str, text: str, target: str = "") -> int:
"""Append an event row (no commit) and return its new id.
``target`` is empty for a public event or a player name for a private
note that only that player reads in their own catch-up.
"""
cur = self._conn.execute(
"INSERT INTO events(ts, actor, kind, text, target) VALUES(?, ?, ?, ?, ?)",
(ts, actor, kind, text, target),
)
return int(cur.lastrowid or 0)
def insert_hall_row(self, name: str, win_ts: str, run_days: int, level_at_win: int) -> int:
"""Append a Hall of Legends row (no commit) and return its new id."""
cur = self._conn.execute(
"INSERT INTO hall_of_fame(name, win_ts, run_days, level_at_win) VALUES(?, ?, ?, ?)",
(name, win_ts, run_days, level_at_win),
)
return int(cur.lastrowid or 0)
def record_ambush(self, attacker: str, target: str, day: int) -> None:
"""Mark that *attacker* has spent their ambush on *target* for *day*.
Idempotent: the ``(attacker, target, day)`` primary key means a repeat
write is ignored, so re-recording the same attempt is harmless. No
commit — the façade folds this into the per-action transaction.
"""
self._conn.execute(
"INSERT OR IGNORE INTO ambushes(attacker, target, day) VALUES(?, ?, ?)",
(attacker, target, day),
)
def has_ambushed(self, attacker: str, target: str, day: int) -> bool:
"""Return whether *attacker* already ambushed *target* on *day*."""
row = self._conn.execute(
"SELECT 1 FROM ambushes WHERE attacker=? AND target=? AND day=?",
(attacker, target, day),
).fetchone()
return row is not None
def commit(self) -> None:
"""Commit the current transaction."""
self._conn.commit()
# -- read-only queries ----------------------------------------------
def top_ranks(self, limit: int = 10) -> list[RankEntry]:
"""Return the leaderboard ordered by level, xp, then name."""
rows = self._conn.execute(
"SELECT name, level, xp, gold, wins FROM players "
"ORDER BY level DESC, xp DESC, name ASC LIMIT ?",
(limit,),
)
return [
RankEntry(
name=row["name"],
level=row["level"],
xp=row["xp"],
gold=row["gold"],
wins=row["wins"],
)
for row in rows
]
def top_hall(self, limit: int = 5) -> list[HallEntry]:
"""Return the most recent Hall of Legends rows, newest first."""
rows = self._conn.execute(
"SELECT name, win_ts, run_days, level_at_win FROM hall_of_fame "
"ORDER BY id DESC LIMIT ?",
(limit,),
)
return [
HallEntry(
name=row["name"],
win_ts=row["win_ts"],
run_days=row["run_days"],
level_at_win=row["level_at_win"],
)
for row in rows
]
def targeted_events_since(self, viewer: str, cursor: int) -> list[Event]:
"""Return *viewer*'s private notes past *cursor*, ascending by id.
Public history older than the resident tail is ephemeral by design (the
broadsheet does not keep), but private mail is durable: a note left while
the recipient was away must survive however many public events have since
pushed it out of the in-memory tail. The façade pulls the recipient's
targeted rows from SQLite to backfill that gap before rendering.
"""
rows = self._conn.execute(
"SELECT * FROM events WHERE target=? AND id>? ORDER BY id",
(viewer, cursor),
).fetchall()
return [_row_to_event(row) for row in rows]
def journal_mode(self) -> str:
"""Return the active journal mode (for diagnostics / tests)."""
row = self._conn.execute("PRAGMA journal_mode").fetchone()
return str(row[0])
def close(self) -> None:
"""Close the underlying connection."""
self._conn.close()
def _player_to_row(player: Player) -> tuple[object, ...]:
return (
player.name,
player.x,
player.y,
player.hp,
player.max_hp,
player.level,
player.xp,
player.gold,
player.atk,
player.def_,
player.weapon_id,
player.armor_id,
player.turns_left,
player.turn_day,
str(player.mode),
player.at_location,
player.created_at,
player.last_seen,
player.log_cursor,
player.bestow_spent,
player.bestow_day,
player.wins,
player.posts_sent,
player.post_day,
player.gambles,
player.gamble_day,
)
def _row_to_player(row: sqlite3.Row) -> Player:
return Player(
name=row["name"],
x=row["x"],
y=row["y"],
hp=row["hp"],
max_hp=row["max_hp"],
level=row["level"],
xp=row["xp"],
gold=row["gold"],
atk=row["atk"],
def_=row["def_"],
weapon_id=row["weapon_id"],
armor_id=row["armor_id"],
turns_left=row["turns_left"],
turn_day=row["turn_day"],
mode=Mode(row["mode"]),
at_location=row["at_location"],
created_at=row["created_at"],
last_seen=row["last_seen"],
log_cursor=row["log_cursor"],
bestow_spent=row["bestow_spent"],
bestow_day=row["bestow_day"],
wins=row["wins"],
posts_sent=row["posts_sent"],
post_day=row["post_day"],
gambles=row["gambles"],
gamble_day=row["gamble_day"],
)
def _row_to_event(row: sqlite3.Row) -> Event:
return Event(
event_id=row["id"],
ts=row["ts"],
kind=row["kind"],
actor=row["actor"],
text=row["text"],
target=row["target"],
)