Work on child conversions and error handling
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parent
9ccad97e87
commit
b2063943e9
113
sgf/src/game.rs
113
sgf/src/game.rs
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@ -5,27 +5,35 @@ use crate::{
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use std::{collections::HashSet, time::Duration};
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use uuid::Uuid;
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#[derive(Clone, Debug, PartialEq)]
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pub enum GameError {
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InvalidGame,
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RequiredPropertiesMissing,
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InvalidGameNode(GameNodeError),
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}
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#[derive(Clone, Debug, PartialEq)]
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pub enum MoveNodeError {
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IncompatibleProperty,
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IncompatibleProperty(parser::Property),
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ConflictingProperty,
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NotAMoveNode,
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ChildError(Box<GameNodeError>),
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}
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#[derive(Clone, Debug, PartialEq)]
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pub enum SetupNodeError {
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IncompatibleProperty,
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IncompatibleProperty(parser::Property),
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ConflictingProperty,
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ConflictingPosition,
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}
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#[derive(Clone, Debug, PartialEq)]
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pub enum GameError {
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InvalidGame,
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RequiredPropertiesMissing,
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NotASetupNode,
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ChildError(Box<GameNodeError>),
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}
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#[derive(Clone, Debug, PartialEq)]
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pub enum GameNodeError {
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UnsupportedGameNode,
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UnsupportedGameNode(MoveNodeError, SetupNodeError),
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ConflictingProperty,
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ConflictingPosition,
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}
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#[derive(Clone, Debug, PartialEq, Default)]
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@ -188,6 +196,14 @@ impl TryFrom<&parser::Tree> for Game {
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}
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}
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s.children = tree
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.root
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.next
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.iter()
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.map(|node| GameNode::try_from(node))
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.collect::<Result<Vec<GameNode>, GameNodeError>>()
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.map_err(GameError::InvalidGameNode)?;
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Ok(s)
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}
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}
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@ -252,10 +268,16 @@ impl Node for GameNode {
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impl TryFrom<&parser::Node> for GameNode {
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type Error = GameNodeError;
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fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
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MoveNode::try_from(n)
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.map(GameNode::MoveNode)
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.or_else(|_| SetupNode::try_from(n).map(GameNode::SetupNode))
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.map_err(|_| Self::Error::UnsupportedGameNode)
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let move_node = MoveNode::try_from(n);
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let setup_node = SetupNode::try_from(n);
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match (move_node, setup_node) {
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(Ok(node), _) => Ok(Self::MoveNode(node)),
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(Err(_), Ok(node)) => Ok(Self::SetupNode(node)),
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(Err(move_err), Err(setup_err)) => {
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Err(Self::Error::UnsupportedGameNode(move_err, setup_err))
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}
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}
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}
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}
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@ -311,7 +333,7 @@ impl TryFrom<&parser::Node> for MoveNode {
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type Error = MoveNodeError;
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fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
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match n.mv() {
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let mut s = match n.mv() {
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Some((color, mv)) => {
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let mut s = Self::new(color, mv);
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@ -352,14 +374,24 @@ impl TryFrom<&parser::Node> for MoveNode {
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parser::Property::Unknown(UnknownProperty { ident, value }) => {
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s.unknown_props.push((ident.clone(), value.clone()));
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}
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_ => return Err(Self::Error::IncompatibleProperty),
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_ => return Err(Self::Error::IncompatibleProperty(prop.clone())),
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}
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}
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Ok(s)
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}
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None => Err(MoveNodeError::IncompatibleProperty),
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}
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None => Err(Self::Error::NotAMoveNode),
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}?;
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s.children = n
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.next
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.iter()
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.map(|node| {
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GameNode::try_from(node).map_err(|err| Self::Error::ChildError(Box::new(err)))
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})
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.collect::<Result<Vec<GameNode>, MoveNodeError>>()?;
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Ok(s)
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}
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}
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@ -409,7 +441,7 @@ impl TryFrom<&parser::Node> for SetupNode {
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fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
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match n.setup() {
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Some(elements) => Self::new(elements),
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None => Err(Self::Error::IncompatibleProperty),
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None => Err(Self::Error::NotASetupNode),
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}
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}
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}
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@ -548,9 +580,9 @@ mod move_node_tests {
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],
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next: vec![],
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};
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assert_eq!(
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assert_matches!(
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MoveNode::try_from(&n),
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Err(MoveNodeError::IncompatibleProperty)
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Err(MoveNodeError::IncompatibleProperty(_))
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);
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}
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}
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@ -603,9 +635,9 @@ mod path_test {
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#[cfg(test)]
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mod file_test {
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use crate::Win;
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use super::*;
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use crate::Win;
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use cool_asserts::assert_matches;
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use parser::parse_collection;
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use std::{fs::File, io::Read};
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@ -693,27 +725,26 @@ mod file_test {
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for i in 0..16 {
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assert_eq!(node.properties[i], expected_properties[i]);
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}
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*/
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let node = node.next().unwrap();
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let expected_properties = vec![
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Property {
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ident: "B".to_owned(),
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values: vec!["pp".to_owned()],
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},
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Property {
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ident: "BL".to_owned(),
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values: vec!["1795.449".to_owned()],
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},
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Property {
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ident: "C".to_owned(),
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values: vec!["Geckoz [?]: Good game\nsavanni [23k?]: There we go! This UI is... tough.\nsavanni [23k?]: Have fun! Talk to you at the end.\nGeckoz [?]: Yeah, OGS is much better; I'm a UX professional\n".to_owned()],
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}
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];
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for i in 0..3 {
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assert_eq!(node.properties[i], expected_properties[i]);
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}
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let children = game.children();
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let node = children.first().unwrap();
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assert_matches!(node, GameNode::MoveNode(node) => {
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assert_eq!(node.color, Color::Black);
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assert_eq!(node.mv, Move::Move("pp".to_owned()));
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assert_eq!(node.time_left, Some(Duration::from_secs(1795)));
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assert_eq!(node.comments, Some("Geckoz [?]: Good game\nsavanni [23k?]: There we go! This UI is... tough.\nsavanni [23k?]: Have fun! Talk to you at the end.\nGeckoz [?]: Yeah, OGS is much better; I'm a UX professional\n".to_owned())
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)});
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let children = node.children();
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let node = children.first().unwrap();
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assert_matches!(node, GameNode::MoveNode(node) => {
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assert_eq!(node.color, Color::White);
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assert_eq!(node.mv, Move::Move("dp".to_owned()));
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assert_eq!(node.time_left, Some(Duration::from_secs(1765)));
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assert_eq!(node.comments, None);
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});
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/*
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let node = node.next().unwrap();
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let expected_properties = vec![
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Property {
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@ -300,7 +300,7 @@ impl Node {
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.collect::<Vec<SetupInstr>>(),
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);
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}
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_ => unimplemented!(),
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_ => return None,
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}
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}
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if setup.len() > 0 {
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