Files
upbeatBytes/goodnews/games.py
T
thejayman77 ddcfab3a11 Admin: source Articles inspector (verify metrics against real evidence)
New per-row "Articles" button on the Sources table expands a read-only inline
panel of the source's ACTUAL ingested articles — so the automated metrics
(paywall/image/acceptance/duplicate) can be verified against evidence instead of
trusted blind. Distinct from "Check" (which re-samples the LIVE feed for
would-pass quality); this shows what's already in the DB, which is what the table
metrics are computed from.

- Backend: GET /api/admin/sources/{id}/articles?filter=&limit=&offset= (admin,
  read-only). queries.source_articles + source_articles_summary — per article:
  title, url, date, accepted, reason (the "why"), topic/flavor, paywalled
  (domain rule), has_image, duplicate. Summary = counts + source-level paywall
  rule.
- Frontend: expandable panel with a summary header ("27 ingested · 18 accepted
  · … · paywall rule: ON (domain)"), filter chips (All/Accepted/Rejected/No
  image/Duplicates), compact rows with title→link + badges + reason, Load more.

So "100% paywall" or "0% images" becomes clickable evidence: open two articles
to tell a real paywall from a mis-flagged domain, or a true image gap from an
enrichment failure. Test: test_source_articles_inspector. 241 pytest + 11 vitest.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-12 21:37:51 -04:00

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"""Daily puzzles for the calm Play hub.
Principle: **the LLM proposes, code disposes.** The LLM only contributes
creative flavor (a one-line "why today's word matters"); the daily answer is
picked deterministically by code from a pre-validated hopeful pool (every word
is guaranteed to be in the guess dictionary, so it's always typeable). Puzzles
are stored per (date, game, variant) so everyone gets the same one and shares
are comparable. Generation never blocks on or trusts the LLM for correctness.
"""
from __future__ import annotations
import hashlib
import json
import random
import re
import sqlite3
from pathlib import Path
_DATA = Path(__file__).parent / "data"
_POOL = json.loads((_DATA / "wordpool.json").read_text()) # curated static answer pool
# Guess dictionaries (same lists the client validates against) — used server-side to
# guarantee any admin-added answer is actually guessable.
_DICT = {v: set(json.loads((_DATA / f"words-{v}.json").read_text())) for v in ("5", "6")}
# Daily Word: 5 letters / 6 guesses · Long Word: 6 letters / 7 guesses.
WORD_VARIANTS = {"5": {"length": 5, "guesses": 6}, "6": {"length": 6, "guesses": 7}}
def _seed(*parts: str) -> int:
return int(hashlib.sha256(":".join(parts).encode()).hexdigest(), 16)
def _db_pool(conn: sqlite3.Connection, variant: str) -> list[str]:
rows = conn.execute("SELECT word FROM word_pool WHERE variant=? ORDER BY word", (variant,)).fetchall()
return [r["word"] for r in rows]
def _db_removed(conn: sqlite3.Connection, variant: str) -> list[str]:
rows = conn.execute(
"SELECT word FROM word_pool_removed WHERE variant=? ORDER BY word", (variant,)
).fetchall()
return [r["word"] for r in rows]
def answer_pool(conn: sqlite3.Connection, variant: str) -> list[str]:
"""The day's answer pool = (curated static admin-added) admin-removed.
Removals are tombstones, so even a baked-in curated word can be pulled
(e.g. on negative feedback) without editing the JSON or redeploying — and
a removal is reversible by lifting the tombstone (restore)."""
pool = (set(_POOL.get(variant, [])) | set(_db_pool(conn, variant))) - set(_db_removed(conn, variant))
return sorted(pool)
# --- Admin: Daily Word pool curation -------------------------------------------
def lookup_word(word: str) -> dict:
"""Is this word a valid, guessable answer candidate?"""
w = (word or "").strip().lower()
variant = str(len(w))
return {
"word": w,
"length": len(w),
"alpha": bool(w) and w.isalpha(),
"variant": variant if variant in WORD_VARIANTS else None,
"in_dictionary": w.isalpha() and w in _DICT.get(variant, set()),
}
def _validate_word(conn: sqlite3.Connection, w: str) -> tuple[str | None, str | None]:
"""Return (variant, error). variant is set only when w is a valid candidate."""
if not w.isalpha() or str(len(w)) not in WORD_VARIANTS:
return None, "not a 5- or 6-letter word"
variant = str(len(w))
if w not in _DICT[variant]:
return None, "not in the dictionary — it wouldn't be guessable"
return variant, None
def _put_word(conn: sqlite3.Connection, w: str, variant: str) -> None:
"""Make w a live answer: lift any tombstone, and record it as an addition
only if it isn't already part of the curated static list."""
if w not in set(_POOL.get(variant, [])):
conn.execute("INSERT OR IGNORE INTO word_pool (word, variant) VALUES (?, ?)", (w, variant))
conn.execute("DELETE FROM word_pool_removed WHERE variant=? AND word=?", (variant, w))
def add_pool_word(conn: sqlite3.Connection, word: str) -> dict:
"""Add a word to the answer pool. Enforces the invariant (alpha, 5/6 letters,
present in the guess dictionary) so the daily answer is always guessable."""
w = (word or "").strip().lower()
variant, err = _validate_word(conn, w)
if err:
return {"error": err}
live = (set(_POOL.get(variant, [])) | set(_db_pool(conn, variant))) - set(_db_removed(conn, variant))
if w in live:
return {"error": "already in the pool"}
_put_word(conn, w, variant)
conn.commit()
return {"word": w, "variant": variant, "added": True}
def remove_pool_word(conn: sqlite3.Connection, word: str) -> dict:
"""Remove ANY pool word — curated or admin-added — by laying down a tombstone.
Reversible via restore_pool_word. The daily picker subtracts tombstones."""
w = (word or "").strip().lower()
variant = str(len(w))
if variant not in WORD_VARIANTS:
return {"word": w, "removed": False}
conn.execute("INSERT OR IGNORE INTO word_pool_removed (word, variant) VALUES (?, ?)", (w, variant))
conn.commit()
return {"word": w, "variant": variant, "removed": True}
def restore_pool_word(conn: sqlite3.Connection, word: str) -> dict:
"""Undo a removal: lift the tombstone so the word rejoins the pool."""
w = (word or "").strip().lower()
variant = str(len(w))
cur = conn.execute("DELETE FROM word_pool_removed WHERE variant=? AND word=?", (variant, w))
conn.commit()
return {"word": w, "variant": variant, "restored": cur.rowcount > 0}
def import_pool_words(conn: sqlite3.Connection, words: list[str]) -> dict:
"""Bulk-add a vetted list. Validates each word (alpha · 56 · in dictionary),
ignores duplicates (already-live words), and reports rejects with reasons.
A word currently tombstoned is treated as importable (re-adding lifts it)."""
static = {v: set(_POOL.get(v, [])) for v in WORD_VARIANTS}
added = {v: set(_db_pool(conn, v)) for v in WORD_VARIANTS}
removed = {v: set(_db_removed(conn, v)) for v in WORD_VARIANTS}
accepted: list[str] = []
duplicates: list[str] = []
rejected: list[dict] = []
seen: set[str] = set()
for raw in words:
w = (raw or "").strip().lower()
if not w or w in seen:
continue
seen.add(w)
variant, err = _validate_word(conn, w)
if err:
rejected.append({"word": w, "reason": err})
continue
live = (static[variant] | added[variant]) - removed[variant]
if w in live:
duplicates.append(w)
continue
_put_word(conn, w, variant)
added[variant].add(w)
removed[variant].discard(w)
accepted.append(w)
conn.commit()
return {
"added": accepted,
"duplicates": duplicates,
"rejected": rejected,
"counts": {"added": len(accepted), "duplicates": len(duplicates), "rejected": len(rejected)},
}
def pool_summary(conn: sqlite3.Connection) -> dict:
"""Pool counts + the admin-added words and the removed (tombstoned) words, per variant."""
out = {}
for v in WORD_VARIANTS:
static = set(_POOL.get(v, []))
removed = set(_db_removed(conn, v))
added = [w for w in _db_pool(conn, v) if w not in removed]
total = len((static | set(added)) - removed)
out[v] = {
"curated": len(static),
"added": sorted(added),
"removed": sorted(removed),
"total": total,
}
return out
def _recent_answers(conn: sqlite3.Connection, variant: str, limit: int) -> set[str]:
rows = conn.execute(
"SELECT payload_json FROM daily_puzzles WHERE game='word' AND variant=? "
"ORDER BY puzzle_date DESC LIMIT ?",
(variant, limit),
).fetchall()
out = set()
for r in rows:
try:
out.add(json.loads(r["payload_json"])["answer"])
except (ValueError, KeyError, TypeError):
pass
return out
def _pick_answer(conn: sqlite3.Connection, date: str, variant: str) -> str:
pool = answer_pool(conn, variant)
if not pool: # safety net: removals must never empty the pool — fall back to curated
pool = sorted(_POOL.get(variant, []))
recent = _recent_answers(conn, variant, max(1, len(pool) // 2))
start = _seed(date, "word", variant) % len(pool)
for i in range(len(pool)):
cand = pool[(start + i) % len(pool)]
if cand not in recent:
return cand
return pool[start] # pool fully cycled — allow a repeat rather than fail
def _why(client, word: str) -> str | None:
if client is None:
return None
try:
msg = [
{"role": "system", "content": "You write one short, warm, plain sentence (no preamble, no quotes) — "
"a calm or gently interesting little note about the given word: what it "
"evokes, where we meet it in everyday life, or why it's pleasant to sit with."},
{"role": "user", "content": f"Word: {word}"},
]
text = (client.chat_text(msg) or "").strip().strip('"').replace("\n", " ")
return text[:200] or None
except Exception: # noqa: BLE001 — flavor only; never block puzzle creation
return None
def generate_word_puzzle(conn: sqlite3.Connection, date: str, variant: str, client=None) -> dict:
"""Ensure a Daily/Long Word puzzle exists for (date, variant). Idempotent.
Code picks the answer; the LLM only adds the optional 'why' (with fallback)."""
if variant not in WORD_VARIANTS:
variant = "5"
existing = conn.execute(
"SELECT payload_json FROM daily_puzzles WHERE puzzle_date=? AND game='word' AND variant=?",
(date, variant),
).fetchone()
if existing:
return json.loads(existing["payload_json"])
answer = _pick_answer(conn, date, variant)
payload = {
"answer": answer,
"why": _why(client, answer),
"length": WORD_VARIANTS[variant]["length"],
"guesses": WORD_VARIANTS[variant]["guesses"],
}
conn.execute(
"INSERT OR IGNORE INTO daily_puzzles (puzzle_date, game, variant, payload_json) VALUES (?, 'word', ?, ?)",
(date, variant, json.dumps(payload)),
)
conn.commit()
row = conn.execute(
"SELECT payload_json FROM daily_puzzles WHERE puzzle_date=? AND game='word' AND variant=?",
(date, variant),
).fetchone()
return json.loads(row["payload_json"])
def word_puzzle_response(conn: sqlite3.Connection, date: str, variant: str) -> dict:
"""Public puzzle shape — deliberately holds NO answer. Guesses are adjudicated
server-side (see adjudicate_word_guess), so the day's word never sits in the
network response for a curious user to read."""
p = generate_word_puzzle(conn, date, variant) # create on demand (no LLM) if missing
return {
"game": "word",
"variant": variant,
"date": date,
"length": p["length"],
"guesses": p["guesses"],
}
def _color(guess: str, answer: str) -> list[str]:
"""Two-pass Wordle colouring: greens first, then presents limited by counts."""
res = ["absent"] * len(answer)
counts: dict[str, int] = {}
for ch in answer:
counts[ch] = counts.get(ch, 0) + 1
for i, ch in enumerate(guess):
if i < len(answer) and ch == answer[i]:
res[i] = "correct"; counts[ch] -= 1
for i, ch in enumerate(guess):
if res[i] == "correct":
continue
if counts.get(ch, 0) > 0:
res[i] = "present"; counts[ch] -= 1
return res
def adjudicate_word_guess(conn: sqlite3.Connection, date: str, variant: str, guess: str, n: int) -> dict:
"""Colour a guess against the day's answer server-side. The answer (and 'why')
are revealed ONLY once solved or the guesses are spent — never up front."""
if variant not in WORD_VARIANTS:
variant = "5"
p = generate_word_puzzle(conn, date, variant)
length, maxg, answer = p["length"], p["guesses"], p["answer"]
guess = (guess or "").strip().lower()
if len(guess) != length or not guess.isalpha():
return {"error": "bad guess"}
solved = guess == answer
reveal = solved or n >= maxg
return {
"colors": _color(guess, answer),
"solved": solved,
"answer": answer if reveal else None,
"why": p.get("why") if reveal else None,
}
# ---------------------------------------------------------------------------
# Word Search — LLM proposes a theme + words, code validates and PLACES them in
# the grid (so it's always solvable). No answer to hide: the grid and word list
# are inherently visible; the play is finding them.
# ---------------------------------------------------------------------------
_DIRS = [(-1, -1), (-1, 0), (-1, 1), (0, -1), (0, 1), (1, -1), (1, 0), (1, 1)]
def _neighbour_fill(grid, cells, size: int) -> int:
"""Filled cells in a candidate's footprint+border that AREN'T its own cells —
a crowding measure, so placement can spread words out instead of clumping."""
own = set(cells)
rs = [r for r, _ in cells]
cs = [c for _, c in cells]
cnt = 0
for r in range(max(0, min(rs) - 1), min(size, max(rs) + 2)):
for c in range(max(0, min(cs) - 1), min(size, max(cs) + 2)):
if (r, c) not in own and grid[r][c] is not None:
cnt += 1
return cnt
# Size tiers. The three sizes draw DISJOINT word slices from the day's pool, so
# each is its own fresh puzzle (no repeats across sizes). small+med+large counts
# sum to WS_NEEDED, the minimum unique words a theme must supply.
WS_TIERS = {"small": {"grid": 8, "count": 6}, "med": {"grid": 11, "count": 9}, "large": {"grid": 14, "count": 13}}
_WS_ORDER = ["small", "med", "large"]
WS_NEEDED = sum(t["count"] for t in WS_TIERS.values()) # 28 unique words across the three
WS_TARGET = 32 # words to ask the LLM for
# Accept an LLM proposal only if it supplies enough UNIQUE words for all three
# disjoint puzzles; otherwise fall back to a curated theme (which always has enough).
WS_MIN_ACCEPT = WS_NEEDED
# Curated fallbacks — calm, neutral everyday scenes (48 letters, uppercase). Each
# has >= WS_NEEDED words so the three sizes get fully distinct sets.
_WS_FALLBACKS = [
("Around the house", ["TABLE", "CHAIR", "CLOCK", "SHELF", "COUCH", "PILLOW", "WINDOW", "CARPET", "MIRROR",
"CANDLE", "KETTLE", "DRAWER", "CLOSET", "CURTAIN", "CUSHION", "BASKET", "BOTTLE",
"TOWEL", "BROOM", "LADDER", "STAIRS", "PANTRY", "BLANKET", "VASE", "HALLWAY",
"DOORWAY", "MANTEL", "HAMPER", "GARAGE", "ATTIC"]),
("At the beach", ["WAVES", "SHELL", "SANDY", "TIDE", "SHORE", "TOWEL", "BREEZE", "SUNSET", "PEBBLE", "CORAL",
"OCEAN", "SAILS", "SURF", "SEAGULL", "BUCKET", "SPADE", "DUNES", "LAGOON", "DRIFT", "SALTY",
"SUNNY", "HORIZON", "COVE", "PIER", "SEAWEED", "FLIPPER", "PADDLE", "MARINA", "BREAKER",
"SANDAL"]),
("In the kitchen", ["BREAD", "SPOON", "PLATE", "KETTLE", "FLOUR", "APRON", "WHISK", "SUGAR", "BUTTER", "RECIPE",
"SIMMER", "PANTRY", "TEAPOT", "SAUCER", "LADLE", "KNIFE", "BOWL", "GRATER", "SKILLET",
"PEPPER", "GARLIC", "HONEY", "TOAST", "BATTER", "SPATULA", "COLANDER", "MIXER", "GRIDDLE",
"PITCHER", "NAPKIN"]),
("In the garden", ["BLOOM", "PETAL", "ROOTS", "LEAF", "GARDEN", "FLOWER", "SUNNY", "SEEDS", "MEADOW", "SPROUT",
"HEDGE", "TROWEL", "VINES", "SOIL", "SHRUB", "BUDS", "STALK", "DAISY", "TULIP", "FERNS",
"SHOVEL", "BRANCH", "BREEZE", "PEONY", "MOSS", "COMPOST", "BLOSSOM", "TENDRIL", "NECTAR",
"WATER"]),
("A walk outdoors", ["TRAIL", "MEADOW", "BROOK", "BIRDS", "BREEZE", "PEBBLE", "FOREST", "MAPLE", "ACORN",
"STREAM", "BRANCH", "VALLEY", "PATH", "HILLS", "RIVER", "FIELD", "CLOUDS", "LEAVES",
"MOSSY", "TWIGS", "FENCE", "BENCH", "RAMBLE", "BOULDER", "THICKET", "CLEARING",
"PASTURE", "ORCHARD", "HOLLOW", "SUNSET"]),
("Making music", ["PIANO", "DRUMS", "CHOIR", "MELODY", "GUITAR", "VIOLIN", "SINGER", "BALLAD", "RHYTHM",
"ENCORE", "TEMPO", "NOTES", "SONG", "FLUTE", "CELLO", "BRASS", "CHORD", "STRUM", "HARMONY",
"LYRICS", "BANJO", "ANTHEM", "TUNES", "TRUMPET", "ORGAN", "OCTAVE", "CONCERT", "SONATA",
"TREBLE", "MELODIC"]),
("Quiet calm", ["PEACE", "QUIET", "STILL", "SERENE", "REST", "SOOTHE", "GENTLE", "BREATHE", "CALM", "HUSH",
"DRIFT", "EASE", "DREAM", "RELAX", "MELLOW", "STEADY", "SETTLE", "LINGER", "PAUSE", "SLOW",
"SOFT", "WARM", "SILENCE", "REPOSE", "PLACID", "TRANQUIL", "QUIETLY", "UNWIND", "COZY",
"DROWSY"]),
("Small joys", ["SMILE", "LAUGH", "CHEER", "HAPPY", "MERRY", "DANCE", "DELIGHT", "GLOW", "PLAY", "GRIN",
"BEAM", "GLEE", "WARM", "GIGGLE", "SHARE", "TREAT", "SUNNY", "SWEET", "LUCKY", "CHARM",
"SPARK", "BLISS", "WONDER", "FROLIC", "CHUCKLE", "CHEERS", "JOYFUL", "SPARKLE", "TWINKLE",
"HUGS"]),
]
WS_WORD_MIN, WS_WORD_MAX = 4, 8
def _ws_clean_words(words: list[str]) -> list[str]:
"""Validate/clean a word-search list: alpha, 48 letters, uppercase, deduped."""
out, seen = [], set()
for w in words or []:
w = (w or "").strip().upper()
if w.isalpha() and WS_WORD_MIN <= len(w) <= WS_WORD_MAX and w not in seen:
seen.add(w)
out.append(w)
return out
def _ws_theme_bank(conn: sqlite3.Connection) -> list[tuple[str, list[str]]]:
"""Admin-authored themes (join the daily fallback rotation alongside curated)."""
out = []
for r in conn.execute("SELECT theme, words_json FROM wordsearch_themes ORDER BY id").fetchall():
try:
out.append((r["theme"], json.loads(r["words_json"])))
except (ValueError, TypeError):
pass
return out
def list_wordsearch_themes(conn: sqlite3.Connection) -> list[dict]:
rows = conn.execute(
"SELECT id, theme, words_json, created_at FROM wordsearch_themes ORDER BY id DESC"
).fetchall()
res = []
for r in rows:
try:
w = json.loads(r["words_json"])
except (ValueError, TypeError):
w = []
res.append({"id": r["id"], "theme": r["theme"], "words": w, "count": len(w), "created_at": r["created_at"]})
return res
def save_wordsearch_theme(conn: sqlite3.Connection, theme: str, words: list[str], tid: int | None = None) -> dict:
"""Add or update an admin theme. Requires a name and >= WS_NEEDED valid words
(enough for the three disjoint puzzles)."""
theme = (theme or "").strip()[:40]
clean = _ws_clean_words(words)
if not theme:
return {"error": "Give the theme a name."}
if len(clean) < WS_NEEDED:
return {"error": f"Need at least {WS_NEEDED} valid words (48 letters); you have {len(clean)}."}
if tid:
conn.execute("UPDATE wordsearch_themes SET theme=?, words_json=? WHERE id=?",
(theme, json.dumps(clean), tid))
else:
conn.execute("INSERT INTO wordsearch_themes (theme, words_json) VALUES (?, ?)",
(theme, json.dumps(clean)))
conn.commit()
return {"saved": True, "count": len(clean)}
def remove_wordsearch_theme(conn: sqlite3.Connection, tid: int) -> dict:
conn.execute("DELETE FROM wordsearch_themes WHERE id=?", (tid,))
conn.commit()
return {"removed": True}
def suggest_wordsearch_word(client, theme: str, existing: list[str]) -> dict:
"""AI assist: propose ONE fresh, valid word that fits the theme."""
if client is None:
return {"error": "AI assist isn't available right now."}
have = {(w or "").strip().upper() for w in (existing or [])}
try:
msg = [
{"role": "system", "content": "Reply with ONE single real English word, 4-8 letters, lowercase, "
"no punctuation or explanation."},
{"role": "user", "content": f"Give one word (4-8 letters) that fits a word-search puzzle themed "
f"'{theme}'. Avoid: {', '.join(sorted(have)[:80]).lower()}."},
]
for _ in range(4):
words = re.findall(r"[A-Za-z]+", client.chat_text(msg) or "")
hit = next((w.upper() for w in words
if w.isalpha() and WS_WORD_MIN <= len(w) <= WS_WORD_MAX and w.upper() not in have), None)
if hit:
return {"word": hit}
except Exception: # noqa: BLE001
pass
return {"error": "Couldn't find a fresh one — try adding it yourself."}
def _ws_propose(client) -> tuple[str, list[str]] | None:
"""LLM proposes a theme + words; code disposes (alpha / length / dedup)."""
if client is None:
return None
try:
msg = [
{"role": "system", "content": "You set up a calm word search. The theme can be uplifting OR just a "
"pleasant everyday scene (e.g. 'Around the house', 'At the beach', "
"'In the kitchen'). Reply exactly as two lines:\n"
"THEME: <2-4 word theme>\nWORDS: W1, W2, ... W28\n"
f"Give {WS_TARGET} single real words, 4-8 letters, UPPERCASE, related to the "
"theme, a good mix of lengths, nothing negative or unpleasant, no phrases."},
{"role": "user", "content": "Give me one calm theme."},
]
text = client.chat_text(msg) or ""
theme, words = None, []
for line in text.splitlines():
s = line.strip()
if s.upper().startswith("THEME:"):
theme = s.split(":", 1)[1].strip()[:40]
elif s.upper().startswith("WORDS:"):
words = [w.strip().upper() for w in re.split(r"[,\s]+", s.split(":", 1)[1]) if w.strip()]
words = [w for w in dict.fromkeys(words) if w.isalpha() and 4 <= len(w) <= 8]
if theme and len(words) >= WS_MIN_ACCEPT: # enough to fill Large + spare
return theme, words
except Exception: # noqa: BLE001 — fall back to a curated theme
pass
return None
def generate_wordsearch_puzzle(conn: sqlite3.Connection, date: str, client=None) -> dict:
"""Ensure today's theme + word list exists (idempotent). The per-size grid is
built at request time, so one LLM call serves all three sizes."""
existing = conn.execute(
"SELECT payload_json FROM daily_puzzles WHERE puzzle_date=? AND game='wordsearch' AND variant=''", (date,)
).fetchone()
if existing:
return json.loads(existing["payload_json"])
rng = random.Random(_seed(date, "wordsearch"))
proposed = _ws_propose(client)
if proposed:
theme, words = proposed
else:
# Fallback rotation = curated themes + admin-authored bank.
bank = _WS_FALLBACKS + _ws_theme_bank(conn)
theme, words = bank[rng.randrange(len(bank))]
words = [w.upper() for w in dict.fromkeys(words) if w.isalpha() and 4 <= len(w) <= 8]
payload = {"theme": theme, "words": words}
conn.execute(
"INSERT OR IGNORE INTO daily_puzzles (puzzle_date, game, variant, payload_json) VALUES (?, 'wordsearch', '', ?)",
(date, json.dumps(payload)),
)
conn.commit()
row = conn.execute(
"SELECT payload_json FROM daily_puzzles WHERE puzzle_date=? AND game='wordsearch' AND variant=''", (date,)
).fetchone()
return json.loads(row["payload_json"])
_WS_CROSS_TARGET = 0.5 # aim: about half the placements cross an existing word
def _zone(r: int, c: int, size: int) -> tuple[int, int]:
"""Which quadrant a cell falls in — coarse occupancy used to spread words."""
return (r * 2 // size, c * 2 // size)
def _place_words(words: list[str], size: int, seed: int) -> tuple[list[list[str | None]], list[tuple[str, list[tuple[int, int]]]]]:
"""Core placement (date-seeded, deterministic). Returns the letter grid (None
where unfilled) and [(word, cells)] for every word genuinely placed.
Interlock is a TARGET, not a side effect: each word either (a) must cross an
already-placed word — when crossings are running below ~half of placements —
or (b) anchors in open ground. Both modes steer toward the least crowded /
least developed quadrant, so crossings attach to lonely words at the edges of
structure rather than thickening one knot, and anchors spread across the
board. All valid spots are enumerated (the grid is tiny) — earlier random
sampling kept missing the rare crossing spots, which is why grids came out
as disconnected "clean" words."""
rng = random.Random(seed)
grid: list[list[str | None]] = [[None] * size for _ in range(size)]
zone_fill = {(zr, zc): 0 for zr in (0, 1) for zc in (0, 1)}
placements: list[tuple[str, list[tuple[int, int]]]] = []
crossed = 0
for word in sorted(words, key=len, reverse=True):
n = len(word)
if n > size:
continue
cands = [] # (overlap, cells) over every legal placement
for dr, dc in _DIRS:
for r0 in range(size):
for c0 in range(size):
if not (0 <= r0 + dr * (n - 1) < size and 0 <= c0 + dc * (n - 1) < size):
continue
cells = [(r0 + dr * i, c0 + dc * i) for i in range(n)]
if not all(grid[r][c] in (None, word[i]) for i, (r, c) in enumerate(cells)):
continue
cands.append((sum(1 for i, (r, c) in enumerate(cells) if grid[r][c] == word[i]), cells))
if not cands:
continue
crossing = [t for t in cands if t[0] > 0]
want_cross = bool(crossing) and crossed < _WS_CROSS_TARGET * len(placements)
scored = [] # (score, overlap, cells)
for overlap, cells in crossing if want_cross else cands:
crowd = _neighbour_fill(grid, cells, size)
zload = sum(zone_fill[_zone(r, c, size)] for r, c in cells) // n
# Crossing mode rewards extra overlaps; anchor mode is overlap-neutral
# (crowding already steers it to open ground).
scored.append(((overlap * 4 if want_cross else 0) - 2 * crowd - zload, overlap, cells))
scored.sort(key=lambda t: t[0], reverse=True)
top = [t for t in scored if t[0] >= scored[0][0] - 1] # near-best: variety without losing intent
_, overlap, cells = rng.choice(top)
for i, (r, c) in enumerate(cells):
if grid[r][c] is None:
grid[r][c] = word[i]
zone_fill[_zone(r, c, size)] += 1
placements.append((word, cells))
if overlap:
crossed += 1
return grid, placements
def _build_grid(words: list[str], size: int, seed: int) -> tuple[list[str], list[str]]:
"""Place words in a size×size grid (date-seeded, deterministic) and fill the
rest. Returns (rows, placed_words). Every returned word is genuinely placed."""
grid, placements = _place_words(words, size, seed)
rng = random.Random(_seed(str(seed), "fill"))
for r in range(size):
for c in range(size):
if grid[r][c] is None:
grid[r][c] = chr(65 + rng.randrange(26))
return ["".join(row) for row in grid], [w for w, _ in placements]
# --- Cross-device game state sync -------------------------------------------
# Per-puzzle progress is merged SERVER-SIDE on every save, so two devices
# converge regardless of push order. The merge is tailored to each game's nature.
def _merge_wordsearch(a: dict, b: dict) -> dict:
"""Union the found words (a find is monotonic — you can't un-find one, so the
union is always correct), credit the most ACTIVE play time either device has
banked (max — the clock only runs while the puzzle is on screen, so wall-clock
gaps between sittings never count), and keep the best (min) finish time."""
by_word = {}
for fw in list(a.get("foundWords") or []) + list(b.get("foundWords") or []):
w = fw.get("word") if isinstance(fw, dict) else None
if w and w not in by_word:
by_word[w] = fw
times = [m for m in (a.get("ms"), b.get("ms")) if m]
return {
"foundWords": list(by_word.values()),
"played": max(_int(a.get("played")), _int(b.get("played"))),
"ms": min(times) if times else 0,
}
def _word_rank(s: dict) -> tuple:
return (1 if s.get("status") in ("won", "lost") else 0, len(s.get("guesses") or []))
def _merge_word(a: dict, b: dict) -> dict:
"""Furthest progress wins: a finished game beats in-progress, more guesses
beats fewer. Picks one device's game WHOLE — never splices guess sequences."""
return a if _word_rank(a) >= _word_rank(b) else b
def merge_game_state(game: str, a: dict | None, b: dict | None) -> dict:
if not a:
return dict(b or {})
if not b:
return dict(a or {})
return _merge_wordsearch(a, b) if game == "wordsearch" else _merge_word(a, b)
def load_game_state(conn: sqlite3.Connection, user_id: int, game: str, variant: str, date: str) -> dict | None:
row = conn.execute(
"SELECT state_json FROM game_state WHERE user_id=? AND game=? AND variant=? AND puzzle_date=?",
(user_id, game, variant, date),
).fetchone()
if not row:
return None
try:
return json.loads(row["state_json"])
except (ValueError, TypeError):
return None
def _int(x) -> int:
try:
return int(x)
except (TypeError, ValueError):
return 0
_WS_MS_CAP = 86_400_000 # clamp client-sent timings to one day — beyond that is junk
def _ms(x) -> int:
return max(0, min(_int(x), _WS_MS_CAP))
def _sanitize_wordsearch(conn: sqlite3.Connection, variant: str, date: str, state: dict) -> dict:
"""Trust only finds that are real for THIS puzzle: word in the day's list and
cells that actually spell it in the grid (validated when the puzzle exists,
shape-only otherwise). Dedupes, renumbers colours, and derives completion from
the real word count — never from a client-sent `ms` alone."""
words: list[str] = []
grid: list[str] = []
if variant in WS_TIERS and conn.execute(
"SELECT 1 FROM daily_puzzles WHERE puzzle_date=? AND game='wordsearch' AND variant=''", (date,)
).fetchone():
try:
p = wordsearch_response(conn, date, variant) # read-only; today's puzzle already exists
words, grid = list(p.get("words") or []), list(p.get("grid") or [])
except Exception: # noqa: BLE001
words, grid = [], []
wset = set(words)
clean: list[dict] = []
seen: set[str] = set()
for fw in (state.get("foundWords") or []):
if not isinstance(fw, dict):
continue
w, cells = fw.get("word"), fw.get("cells")
if not isinstance(w, str) or w in seen or not isinstance(cells, list):
continue
try:
cells = [[int(r), int(c)] for r, c in cells]
except (TypeError, ValueError):
continue
if len(cells) != len(w):
continue
if grid: # validate the find spells the word in the real grid
if w not in wset:
continue
spelled = "".join(grid[r][c] for r, c in cells if 0 <= r < len(grid) and 0 <= c < len(grid[r]))
if spelled != w:
continue
elif not (4 <= len(w) <= 12 and w.isalpha()): # no puzzle to check against → shape only
continue
seen.add(w)
clean.append({"word": w, "cells": cells, "ci": len(clean) % 10})
done = bool(words) and len(clean) == len(words)
return {"foundWords": clean, "played": _ms(state.get("played")),
"ms": _ms(state.get("ms")) if done else 0}
_WORD_COLOURS = {"absent", "present", "correct"}
def _sanitize_word(variant: str, state: dict) -> dict:
"""Validate shapes: status enum, guess count/length, colour rows, terminal fields."""
n = WORD_VARIANTS[variant]["length"]
maxg = WORD_VARIANTS[variant]["guesses"]
status = state.get("status") if state.get("status") in ("playing", "won", "lost") else "playing"
guesses = [g.lower() for g in (state.get("guesses") or [])[:maxg]
if isinstance(g, str) and len(g) == n and g.isalpha()]
cols = []
if isinstance(state.get("cols"), list):
for row in state["cols"][:len(guesses)]:
cols.append([c for c in row if c in _WORD_COLOURS][:n] if isinstance(row, list) else [])
out = {"guesses": guesses, "cols": cols, "status": status}
if status in ("won", "lost"):
ans = state.get("answer")
if isinstance(ans, str) and len(ans) == n and ans.isalpha():
out["answer"] = ans.lower()
if isinstance(state.get("why"), str):
out["why"] = state["why"][:600]
return out
def sanitize_game_state(conn: sqlite3.Connection, game: str, variant: str, date: str, state: dict) -> dict:
"""Never trust client JSON at the storage layer — normalize before merge/store."""
if game == "wordsearch":
return _sanitize_wordsearch(conn, variant, date, state or {})
return _sanitize_word(variant, state or {})
def save_game_state(conn: sqlite3.Connection, user_id: int, game: str, variant: str,
date: str, incoming: dict) -> dict:
"""Sanitize → merge with the stored state (server-authoritative) → sanitize → persist."""
clean_in = sanitize_game_state(conn, game, variant, date, incoming or {})
stored = load_game_state(conn, user_id, game, variant, date)
merged = sanitize_game_state(conn, game, variant, date, merge_game_state(game, stored, clean_in))
conn.execute(
"INSERT INTO game_state (user_id, game, variant, puzzle_date, state_json, updated_at) "
"VALUES (?,?,?,?,?,CURRENT_TIMESTAMP) "
"ON CONFLICT(user_id, game, variant, puzzle_date) DO UPDATE SET "
"state_json=excluded.state_json, updated_at=CURRENT_TIMESTAMP",
(user_id, game, variant, date, json.dumps(merged)),
)
conn.commit()
return merged
def game_stats(conn: sqlite3.Connection, user_id: int, game: str, variant: str) -> dict:
"""Derive the player's record for a variant from their synced states, so
streak / distribution / best are consistent across devices (not per-device counters)."""
rows = conn.execute(
"SELECT puzzle_date, state_json FROM game_state "
"WHERE user_id=? AND game=? AND variant=? ORDER BY puzzle_date DESC",
(user_id, game, variant),
).fetchall()
states = []
for r in rows:
try:
states.append(json.loads(r["state_json"]))
except (ValueError, TypeError):
pass
if game == "wordsearch":
times = [s.get("ms") for s in states if s.get("ms")]
return {"completed": sum(1 for s in states if s.get("ms")), "best": min(times) if times else 0}
played = won = 0
dist: dict[int, int] = {}
streak = 0
streak_open = True # consecutive wins counting back from newest (matches the old local counter)
for s in states:
st = s.get("status")
if st in ("won", "lost"):
played += 1
if st == "won":
won += 1
g = len(s.get("guesses") or [])
dist[g] = dist.get(g, 0) + 1
if streak_open:
streak += 1
elif st == "lost":
streak_open = False
# 'playing' (e.g. today unfinished) neither counts nor breaks the streak
return {"played": played, "won": won, "streak": streak, "dist": dist}
def wordsearch_response(conn: sqlite3.Connection, date: str, size: str = "med") -> dict:
"""Public shape for a size tier: theme + placed words + grid. The grid is meant
to be seen — the play is finding the words — so there's nothing to hide."""
if size not in WS_TIERS:
size = "med"
p = generate_wordsearch_puzzle(conn, date) # on-demand (curated fallback) if missing
tier = WS_TIERS[size]
# Shuffle the day's words once (date-seeded → same order for every size) and hand
# each size a DISJOINT slice, so the three sizes are entirely distinct puzzles.
words = list(p["words"])
random.Random(_seed(date, "wordsearch", "shuffle")).shuffle(words)
start = sum(WS_TIERS[s]["count"] for s in _WS_ORDER[:_WS_ORDER.index(size)])
chosen = words[start:start + tier["count"]]
grid, placed = _build_grid(chosen, tier["grid"], _seed(date, "wordsearch", size))
return {"game": "wordsearch", "date": date, "size": size, "theme": p["theme"],
"words": placed, "grid": grid}
def generate_daily_puzzles(conn: sqlite3.Connection, date: str, client=None) -> int:
"""Cycle hook: pre-generate today's puzzles (word + word search) with the LLM."""
made = 0
for variant in WORD_VARIANTS:
before = conn.execute(
"SELECT 1 FROM daily_puzzles WHERE puzzle_date=? AND game='word' AND variant=?", (date, variant)
).fetchone()
if not before:
generate_word_puzzle(conn, date, variant, client=client)
made += 1
if not conn.execute(
"SELECT 1 FROM daily_puzzles WHERE puzzle_date=? AND game='wordsearch' AND variant=''", (date,)
).fetchone():
generate_wordsearch_puzzle(conn, date, client=client)
made += 1
return made