Start propogating the slab_tree up to OTG
This commit is contained in:
parent
0534143d6b
commit
bc5042c004
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@ -2708,6 +2708,7 @@ dependencies = [
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"serde 1.0.193",
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"serde_json",
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"sgf",
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"slab_tree",
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"thiserror",
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"uuid 0.8.2",
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]
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@ -14,6 +14,7 @@ sgf = { path = "../../sgf" }
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grid = { version = "0.9" }
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serde_json = { version = "1" }
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serde = { version = "1", features = [ "derive" ] }
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slab_tree = { version = "0.3" }
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thiserror = { version = "1" }
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uuid = { version = "0.8", features = ["v4", "serde"] }
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@ -81,7 +81,7 @@ impl From<HotseatPlayerRequest> for Player {
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}
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*/
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#[derive(Clone, Debug, Serialize, Deserialize)]
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#[derive(Clone, Debug)]
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pub enum CoreResponse {
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Library(library::LibraryResponse),
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Settings(settings::SettingsResponse),
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@ -42,7 +42,8 @@ impl Database {
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.unwrap();
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match parse_sgf(&buffer) {
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Ok(sgfs) => {
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let mut sgfs = sgfs.into_iter().flatten().collect::<Vec<sgf::GameRecord>>();
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let mut sgfs =
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sgfs.into_iter().flatten().collect::<Vec<sgf::GameRecord>>();
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games.append(&mut sgfs);
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}
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Err(err) => println!("Error parsing {:?}: {:?}", entry.path(), err),
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@ -29,5 +29,5 @@ pub mod library;
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pub mod settings;
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mod types;
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pub use types::{BoardError, Color, Config, ConfigOption, LibraryPath, Player, Rank, Size, Tree};
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pub use types::{BoardError, Color, Config, ConfigOption, LibraryPath, Player, Rank, Size};
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@ -23,7 +23,7 @@ pub enum LibraryRequest {
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ListGames
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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#[derive(Clone, Debug)]
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pub enum LibraryResponse {
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Games(Vec<GameRecord>)
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}
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@ -2,10 +2,9 @@ use crate::goban::{Coordinate, Goban};
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use config::define_config;
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use config_derive::ConfigOption;
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use serde::{Deserialize, Serialize};
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use sgf::GameNode;
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use sgf::GameTree;
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use std::{cell::RefCell, collections::VecDeque, fmt, path::PathBuf, time::Duration};
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use thiserror::Error;
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use uuid::Uuid;
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define_config! {
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LibraryPath(LibraryPath),
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@ -229,6 +228,7 @@ impl GameState {
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}
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}
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/*
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// To properly generate a tree, I need to know how deep to go. Then I can backtrace. Each node
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// needs to have a depth. Given a tree, the depth of the node is just the distance from the root.
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// This seems obvious, but I had to write it to discover how important that fact was.
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@ -238,18 +238,22 @@ impl GameState {
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pub struct Tree<T> {
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nodes: Vec<Node<T>>,
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}
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*/
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struct DepthTree(slab_tree::Tree<SizeNode>);
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#[derive(Debug)]
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pub struct Node<T> {
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pub struct SizeNode {
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pub id: usize,
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node: T,
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node_id: slab_tree::NodeId,
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parent: Option<usize>,
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depth: usize,
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width: RefCell<Option<usize>>,
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children: Vec<usize>,
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}
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impl<T> Tree<T> {
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impl DepthTree {
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/*
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fn new(root: T) -> Self {
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Tree {
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nodes: vec![Node {
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@ -286,12 +290,16 @@ impl<T> Tree<T> {
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parent.children.push(next_idx);
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next_idx
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}
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*/
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pub fn max_depth(&self) -> usize {
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unimplemented!()
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/*
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self.nodes.iter().fold(
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0,
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|max, node| if node.depth > max { node.depth } else { max },
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)
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*/
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}
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// Since I know the width of a node, now I want to figure out its placement in the larger
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@ -310,6 +318,8 @@ impl<T> Tree<T> {
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//
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// When drawing nodes, I don't know how to persist the level of indent.
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pub fn position(&self, idx: usize) -> (usize, usize) {
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unimplemented!()
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/*
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let node = &self.nodes[idx];
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match node.parent {
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Some(parent_idx) => {
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@ -326,8 +336,10 @@ impl<T> Tree<T> {
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// Root nodes won't have a parent, so just put them in the first column
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None => (0, 0),
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}
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*/
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}
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/*
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// Given a node, do a postorder traversal to figure out the width of the node based on all of
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// its children. This is equivalent to the widest of all of its children at all depths.
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//
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@ -359,8 +371,16 @@ impl<T> Tree<T> {
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queue.push_back(&self.nodes[0]);
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BFSIter { tree: self, queue }
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}
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*/
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}
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impl<'a> From<&'a GameTree> for DepthTree {
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fn from(root: &'a GameTree) -> Self {
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unimplemented!()
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}
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}
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/*
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impl<'a> From<&'a GameNode> for Tree<Uuid> {
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fn from(root: &'a GameNode) -> Self {
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fn add_subtree(tree: &mut Tree<Uuid>, parent_idx: usize, node: &GameNode) {
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@ -390,7 +410,9 @@ impl<'a> From<&'a GameNode> for Tree<Uuid> {
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tree
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}
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}
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*/
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/*
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pub struct BFSIter<'a, T> {
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tree: &'a Tree<T>,
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queue: VecDeque<&'a Node<T>>,
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@ -410,12 +432,13 @@ impl<'a, T> Iterator for BFSIter<'a, T> {
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retval
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}
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}
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*/
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#[cfg(test)]
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mod test {
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use super::*;
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use cool_asserts::assert_matches;
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use sgf::{Move, MoveNode};
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// use sgf::{GameRecord, GameTree, GameType, Move, MoveNode};
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use sgf::{GameNode, GameTree, Move, MoveNode};
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#[test]
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fn current_player_changes_after_move() {
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@ -474,69 +497,91 @@ mod test {
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// B G H
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// C I
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// D E F
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fn branching_tree() -> GameTree {
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let mut game_tree = GameTree::default();
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let node_a = game_tree.set_root(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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)));
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let node_b = game_tree
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.get_mut(node_a)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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))).node_id();
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let node_c = game_tree
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.get_mut(node_b)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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))).node_id();
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let node_d = game_tree
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.get_mut(node_c)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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))).node_id();
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let node_e = game_tree
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.get_mut(node_c)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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))).node_id();
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let node_f = game_tree
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.get_mut(node_c)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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))).node_id();
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let node_g = game_tree
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.get_mut(node_a)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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))).node_id();
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let node_h = game_tree
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.get_mut(node_a)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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))).node_id();
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let _ = game_tree
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.get_mut(node_h)
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.unwrap()
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.append(GameNode::MoveNode(MoveNode::new(
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sgf::Color::Black,
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Move::Move("dp".to_owned()),
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)));
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game_tree
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}
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#[test]
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fn it_can_calculate_depth_from_game_tree() {
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let mut node_a = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_d = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_e = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_f = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_g = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_h = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_i = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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node_c.children.push(GameNode::MoveNode(node_d));
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node_c.children.push(GameNode::MoveNode(node_e));
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node_c.children.push(GameNode::MoveNode(node_f));
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node_b.children.push(GameNode::MoveNode(node_c));
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node_h.children.push(GameNode::MoveNode(node_i));
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node_a.children.push(GameNode::MoveNode(node_b));
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node_a.children.push(GameNode::MoveNode(node_g));
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node_a.children.push(GameNode::MoveNode(node_h));
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let game_tree = GameNode::MoveNode(node_a);
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let tree = Tree::from(&game_tree);
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let game_tree = branching_tree();
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let tree = DepthTree::from(&game_tree);
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assert_eq!(tree.max_depth(), 3);
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}
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// A
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// B G H
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// C I
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// D E F
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#[test]
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fn it_calculates_horizontal_position_of_nodes() {
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let mut node_a = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_d = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_e = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_f = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_g = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_h = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_i = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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node_c.children.push(GameNode::MoveNode(node_d));
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node_c.children.push(GameNode::MoveNode(node_e));
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node_c.children.push(GameNode::MoveNode(node_f));
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node_b.children.push(GameNode::MoveNode(node_c));
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node_h.children.push(GameNode::MoveNode(node_i));
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node_a.children.push(GameNode::MoveNode(node_b));
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node_a.children.push(GameNode::MoveNode(node_g));
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node_a.children.push(GameNode::MoveNode(node_h));
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let game_tree = GameNode::MoveNode(node_a);
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let tree = Tree::from(&game_tree);
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let game_tree = branching_tree();
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let tree = DepthTree::from(&game_tree);
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assert_eq!(tree.position(2), (2, 0));
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assert_eq!(tree.position(1), (1, 0));
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assert_eq!(tree.position(0), (0, 0));
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@ -546,8 +591,10 @@ mod test {
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assert_eq!(tree.position(7), (1, 4));
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}
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#[ignore]
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#[test]
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fn breadth_first_iter() {
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/*
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let mut node_a = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_b = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let mut node_c = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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@ -558,6 +605,24 @@ mod test {
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let mut node_h = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let node_i = MoveNode::new(sgf::Color::Black, Move::Move("dp".to_owned()));
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let game = GameRecord::new(
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GameType::Go,
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Size {
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width: 19,
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height: 19,
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},
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Player {
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name: Some("Black".to_owned()),
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rank: None,
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team: None,
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},
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Player {
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name: Some("White".to_owned()),
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rank: None,
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team: None,
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},
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);
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node_c.children.push(GameNode::MoveNode(node_d.clone()));
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node_c.children.push(GameNode::MoveNode(node_e.clone()));
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node_c.children.push(GameNode::MoveNode(node_f.clone()));
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@ -585,5 +650,6 @@ mod test {
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_d.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_e.id));
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assert_matches!(iter.next(), Some(Node { node: uuid, .. }) => assert_eq!(*uuid, node_f.id));
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*/
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}
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}
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@ -7,7 +7,7 @@ use slab_tree::{NodeId, NodeMut, NodeRef, Tree};
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use std::{
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collections::{HashMap, HashSet, VecDeque},
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fmt::Debug,
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ops::Deref,
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ops::{Deref, DerefMut},
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time::Duration,
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};
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use uuid::Uuid;
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@ -137,7 +137,7 @@ impl GameRecord {
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/// children.
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pub fn mainline(&self) -> Option<impl Iterator<Item = &'_ GameNode>> {
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println!("number of trees: {}", self.trees.len());
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if !self.trees.is_empty(){
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if !self.trees.is_empty() {
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Some(MainlineIter {
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next: self.trees[0].root(),
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tree: &self.trees[0],
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@ -309,6 +309,12 @@ impl<'a> Iterator for TreeIter<'a> {
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pub struct GameTree(Tree<GameNode>);
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impl Default for GameTree {
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fn default() -> Self {
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Self(Tree::new())
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}
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}
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impl Clone for GameTree {
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fn clone(&self) -> Self {
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match self.0.root() {
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|
@ -362,6 +368,12 @@ impl Deref for GameTree {
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}
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}
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impl DerefMut for GameTree {
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fn deref_mut(&mut self) -> &mut Self::Target {
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&mut self.0
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}
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}
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impl PartialEq for GameTree {
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fn eq(&self, other: &Self) -> bool {
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// Get pre-order iterators over both trees, zip them, and ensure that the data contents are
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@ -1,7 +1,7 @@
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mod date;
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mod game;
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pub use game::{GameNode, GameRecord, MoveNode, Player};
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pub use game::{GameNode, GameRecord, GameTree, MoveNode, Player};
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mod parser;
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pub use parser::{parse_collection, Move};
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