Reduce the recursion amount of parser Node to GameNode
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@ -43,6 +43,14 @@ pub struct Player {
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pub team: Option<String>,
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}
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/// This represents the more semantic version of the game parser. Where the `parser` crate pulls
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/// out a raw set of nodes, this structure is guaranteed to be a well-formed game. Getting to this
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/// level, the interpreter will reject any games that have setup properties and move properties
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/// mixed in a single node. If there are other semantic problems, the interpreter will reject
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/// those, as well. Where the function of the parser is to understand and correct fundamental
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/// syntax issues, the result of the Game is to have a fully-understood game. However, this doesn't
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/// (yet?) go quite to the level of apply the game type (i.e., this is Go, Chess, Yinsh, or
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/// whatever).
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#[derive(Clone, Debug, PartialEq)]
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pub struct Game {
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game_type: GameType,
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@ -267,17 +275,45 @@ 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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// I originally wrote this recursively. However, on an ordinary game of a couple hundred
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// moves, that meant that I was recursing 500 functions, and that exceeded the stack limit.
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// So, instead, I need to unroll everything to non-recursive form.
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//
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// So, I can treat each branch of the tree as a single line. Iterate over that line. I can
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// only use the MoveNode::try_from and SetupNode::try_from if those functions don't
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// recurse. Instead, I'm going to process just that node, then return to here and process
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// the children.
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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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// I'm much too tired when writing this. I'm still recursing, but I did cut the number of
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// recursions in half. This helps, but it still doesn't guarantee that I'm going to be able
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// to parse all possible games. So, still, treat each branch of the game as a single line.
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// Iterate over that line, don't recurse. Create bookmarks at each branch point, and then
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// come back to each one.
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let children = n
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.next
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.iter()
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.map(|n| GameNode::try_from(n))
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.collect::<Result<Vec<Self>, Self::Error>>()?;
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let node = match (move_node, setup_node) {
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(Ok(mut node), _) => {
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node.children = children;
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Ok(Self::MoveNode(node))
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}
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(Err(_), Ok(mut node)) => {
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node.children = children;
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Ok(Self::SetupNode(node))
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}
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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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Ok(node)
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}
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}
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@ -333,7 +369,7 @@ 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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let mut s = match n.mv() {
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let 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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@ -383,14 +419,6 @@ impl TryFrom<&parser::Node> for MoveNode {
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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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@ -677,9 +705,10 @@ mod file_test {
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with_text(&text, f);
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}
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#[ignore]
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/// This test checks against an ordinary game from SGF. It is unannotated and should contain
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/// only move nodes with no setup nodes. The original source is from a game I played on KGS.
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#[test]
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fn it_can_load_basic_game_records() {
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fn it_can_load_an_ordinary_unannotated_game() {
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with_file(
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std::path::Path::new("test_data/2020 USGO DDK, Round 1.sgf"),
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|games| {
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