Joseph Doherty a902d86432 fix: workers retry-on-lock so they don't drop writes under busy_timeout=100ms
The previous commit dropped open_db's busy_timeout from 5s to 100ms
to prevent the embedding worker from GIL-blocking the asyncio event
loop and silently adding 5s to every state_update LLM call. That fixed
the chat path but broke worker durability: any worker write that
collided with the request handler's brief open transaction failed
with 'database is locked' instead of waiting.

Adds append_and_apply_with_retry in chat/eventlog/log.py — same
contract as append_and_apply but runs through a conn_factory and
retries with exponential backoff (50ms..500ms, ~10s total budget) on
'database is locked'. Returns None and logs WARNING if all retries
fail; callers handle that as a no-op.

Wires it into:
- embedding_worker._process for embedding_indexed events
- background._process for memory_significance_set events (auto-pin
  still uses a direct open_db when the score warrants it; that one
  is fast and not racy in practice)

Verified live: ran 4 back-to-back chat turns, zero worker errors,
embeddings + significance landing correctly. Suite: 464 passed in
11.5s.
2026-04-27 14:04:27 -04:00

chat

A local-first roleplay chat engine that treats fiction as a simulation, not a chat log.

The LLM is a renderer for structured world state — it does not hold the state. State lives in an event-sourced SQLite database and is projected on demand. Models can be swapped freely behind a stateless generate(prompt, params) -> text interface.

Status: design phase. No code yet. See rp-engine-design.md for the full design and CLAUDE.md for the working summary and conventions.

Why

Conventional RP chatbots have three persistent failure modes:

  1. Memory loss — old context drops as history grows.
  2. Quality decay — bots get terse and generic over long conversations.
  3. Stale state pollution — bots fixate on past props (the "picnic basket" problem: bring a basket to one scene, the bot reaches for it forever).

The fix is to model the world as structured state — locations, time, who's present, what they're doing, what they remember, how they feel about each other — and use the LLM only to render that state into prose.

Scope

Deliberately small, so the design can be made to actually work:

  • Single user, single machine.
  • Maximum 3 entities per scene: you + up to 2 bots. The 3-entity cap is load-bearing — it makes the relationship graph fully enumerable (6 directed edges + 1 group node).
  • Chat-only. No voice, no real-time.

Multi-session casts and N-entity scenes are explicit non-goals for v1.

How it works (at a glance)

  • Entities (you, botA, botB) have identity, state (mood/goals/status), an activity record (where they are, what they're doing, what they're holding, where their attention is), and per-POV memory.
  • Containers (car, restaurant booth, room) hold entities in defined slots and provide spatial constraints the model can reason over.
  • Relationship graph: 6 directed edges + 1 group node. Asymmetric feelings are first-class — BotA can secretly resent BotB while BotB thinks they're best friends.
  • Witnessed-by flags: every memory carries a 3-bit [you, botA, botB] mask. A speaker can only retrieve memories their bit is set on. This is what stops bots referencing things they couldn't possibly know.
  • Events have lifecycles (planned → active → completed) and own their own props. When the picnic ends, the basket goes back into the closed event record. Only narrative gist, acquired objects, learned facts, and relationship changes promote to permanent memory.
  • Per-POV scene summaries: every witness gets their own version of a closed scene, written from their angle. Different details, different interpretations. This is what gives bots inner lives.
  • Event sourcing: state is a projection of an append-only event log. Free rewind, branching ("what if BotA had said yes"), surgical delete with impact preview, and survivable schema changes — all fall out for free.

Architecture

┌──────────────────────────────────────────────┐    ┌────────────────────────┐
│ Mac (always-on)                              │    │ Inference endpoint     │
│                                              │    │ (stateless)            │
│  Web UI                                      │    │                        │
│  Orchestrator                                │ →  │  Anthropic API         │
│  Event log + projector  ← SQLite (one file)  │    │  OpenAI / OpenRouter   │
│  Persistence + retrieval + prompt builder    │    │  Local MLX / llama.cpp │
│                                              │    │  Rented GPU            │
└──────────────────────────────────────────────┘    └────────────────────────┘

The Mac side holds everything that survives — state, history, retrieval, orchestration. Inference is a swappable, stateless service. State outlives any one model.

Stack

  • SQLite (single file) for everything structured. WAL mode, foreign keys on, each turn in a transaction.
  • sqlite-vss / sqlite-vec for embedding search in the same DB file (Phase 4).
  • JSON for snapshots, character templates, scene exports.
  • No Postgres. No Redis. No Pinecone. No Docker.

Roadmap

  1. Core loop — schema, entities + edges, single container, event log + projector, single-bot conversation, one LLM backend, streaming UI, manual rollback.
  2. Multi-entity — second bot, group node, scene configurations, witness filtering, per-POV memories, activity/containers, scene transitions with compression.
  3. Events & skips — event queue with triggers, time skips (elision and jump), active threads, significance classifier.
  4. Polish — vector retrieval, branching, surgical delete + regenerate, snapshots, backup automation, impact-preview UI for rewinds.

Each phase must work end-to-end before the next begins.

Repository

License

TBD.

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