Minimal linting
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91e27ced6b
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@ -17,19 +17,11 @@ You should have received a copy of the GNU General Public License along with On
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use crate::{
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use crate::{
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database::Database,
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database::Database,
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library, settings,
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library, settings,
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types::{AppState, Config, ConfigOption, GameState, LibraryPath, Player, Rank},
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types::{Config, LibraryPath},
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};
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use async_std::{
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channel::{Receiver, Sender},
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stream,
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task::spawn,
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};
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};
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use async_std::channel::{Receiver, Sender};
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use std::{
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use std::sync::{Arc, RwLock, RwLockReadGuard};
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future::Future,
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path::PathBuf,
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sync::{Arc, RwLock, RwLockReadGuard},
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};
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pub trait Observable<T> {
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pub trait Observable<T> {
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fn subscribe(&self) -> Receiver<T>;
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fn subscribe(&self) -> Receiver<T>;
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@ -168,14 +160,14 @@ impl Core {
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*self.library.write().unwrap() = Some(db);
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*self.library.write().unwrap() = Some(db);
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}
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}
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pub fn library<'a>(&'a self) -> RwLockReadGuard<'_, Option<Database>> {
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pub fn library(&self) -> RwLockReadGuard<'_, Option<Database>> {
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self.library.read().unwrap()
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self.library.read().unwrap()
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}
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}
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pub async fn dispatch(&self, request: CoreRequest) -> CoreResponse {
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pub async fn dispatch(&self, request: CoreRequest) -> CoreResponse {
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match request {
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match request {
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CoreRequest::Library(request) => library::handle(&self, request).await.into(),
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CoreRequest::Library(request) => library::handle(self, request).await.into(),
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CoreRequest::Settings(request) => settings::handle(&self, request).await.into(),
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CoreRequest::Settings(request) => settings::handle(self, request).await.into(),
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}
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}
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}
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}
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@ -42,13 +42,10 @@ impl Database {
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.unwrap();
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.unwrap();
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match parse_sgf(&buffer) {
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match parse_sgf(&buffer) {
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Ok(sgfs) => {
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Ok(sgfs) => {
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for sgf in sgfs {
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let mut sgfs = sgfs.into_iter().flatten().collect::<Vec<sgf::GameRecord>>();
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if let Ok(sgf) = sgf {
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games.append(&mut sgfs);
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games.push(sgf);
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}
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}
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}
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}
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Err(err) => println!("Error parsing {:?}", entry.path()),
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Err(err) => println!("Error parsing {:?}: {:?}", entry.path(), err),
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}
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}
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}
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}
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}
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}
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@ -95,7 +95,7 @@ impl Goban {
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/// This would not work at all if we wanted to set up an impossible board state, given that
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/// This would not work at all if we wanted to set up an impossible board state, given that
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/// groups of stones get automatically removed once surrounded.
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/// groups of stones get automatically removed once surrounded.
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pub fn from_coordinates(
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pub fn from_coordinates(
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mut coordinates: impl IntoIterator<Item = (Coordinate, Color)>,
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coordinates: impl IntoIterator<Item = (Coordinate, Color)>,
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) -> Result<Self, BoardError> {
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) -> Result<Self, BoardError> {
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coordinates.into_iter().try_fold(Self::new(), |board, (coordinate, color)| {
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coordinates.into_iter().try_fold(Self::new(), |board, (coordinate, color)| {
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board.place_stone(coordinate, color)
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board.place_stone(coordinate, color)
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@ -19,8 +19,8 @@ extern crate config_derive;
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mod api;
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mod api;
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pub use api::{Core, CoreNotification, CoreRequest, CoreResponse, Observable};
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pub use api::{Core, CoreNotification, CoreRequest, CoreResponse, Observable};
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mod board;
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mod goban;
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pub use board::*;
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pub use goban::*;
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mod database;
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mod database;
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@ -14,7 +14,7 @@ General Public License for more details.
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You should have received a copy of the GNU General Public License along with On the Grid. If not, see <https://www.gnu.org/licenses/>.
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You should have received a copy of the GNU General Public License along with On the Grid. If not, see <https://www.gnu.org/licenses/>.
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*/
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*/
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use crate::{Core, Config};
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use crate::{Core};
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use sgf::GameRecord;
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use sgf::GameRecord;
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@ -32,7 +32,7 @@ async fn handle_list_games(model: &Core) -> LibraryResponse {
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let library = model.library();
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let library = model.library();
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match *library {
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match *library {
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Some(ref library) => {
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Some(ref library) => {
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let info = library.all_games().map(|g| g.clone()).collect::<Vec<GameRecord>>();
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let info = library.all_games().cloned().collect::<Vec<GameRecord>>();
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LibraryResponse::Games(info)
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LibraryResponse::Games(info)
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}
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}
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None => LibraryResponse::Games(vec![]),
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None => LibraryResponse::Games(vec![]),
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@ -14,7 +14,7 @@ GNU General Public License for more details.
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You should have received a copy of the GNU General Public License along with On the Grid. If not, see <https://www.gnu.org/licenses/>.
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You should have received a copy of the GNU General Public License along with On the Grid. If not, see <https://www.gnu.org/licenses/>.
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*/
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*/
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use crate::{types::LibraryPath, Core, Config};
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use crate::{Core, Config};
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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#[derive(Clone, Debug, Serialize, Deserialize)]
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#[derive(Clone, Debug, Serialize, Deserialize)]
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@ -1,7 +1,4 @@
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use crate::{
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use crate::goban::{Coordinate, Goban};
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board::{Coordinate, Goban},
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database::Database,
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};
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use config::define_config;
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use config::define_config;
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use config_derive::ConfigOption;
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use config_derive::ConfigOption;
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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@ -70,6 +67,32 @@ impl Default for Size {
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}
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}
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}
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}
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/// AppState stores all of the important state to a full running version of the application.
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/// However, this version of AppState is in pretty sorry shape.
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///
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/// What are the states of the app?
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///
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/// - in review
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/// - in a game
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/// - connections to the internet
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/// - connections to local applications, such as Leela Zero
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/// - the current configuration
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/// - the games database
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/// - If in a game, the current state of the game. Delegated to GameState.
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/// - If in review, the current state of the review.
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///
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/// Some of these states are concurrent. It's quite possible to have online connections running and
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/// to be reviewing a game while, for instance, waiting for an opponent on OGS to make a move.
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///
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/// I get to ignore a lot of these things for now. Not playing online. Not playing at all,
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/// actually. We'll come back to that.
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///
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/// Plus, it gets more fuzzy, because some of the application state is really UI state. For
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/// instance, the state of a game review is purely UI.
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///
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/// So... AppState probably isn't great for now, but maybe it will become so later. I think I'm
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/// going to ignore it until I need it.
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/*
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#[derive(Debug)]
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#[derive(Debug)]
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pub struct AppState {
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pub struct AppState {
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pub game: Option<GameState>,
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pub game: Option<GameState>,
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}
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}
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*/
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*/
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}
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}
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*/
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Serialize, Deserialize)]
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pub enum Rank {
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pub enum Rank {
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Kyu(u8),
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Kyu(u8),
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Dan(u8),
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Dan(u8),
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Pro(u8),
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Pro(u8),
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}
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}
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impl GameState {
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impl GameState {
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// Legacy code. I recall that this is no longer used (but will be used again) because I
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// commented out so much code when I was overhauling the architecture of this app.
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#[allow(dead_code)]
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fn place_stone(&mut self, coordinate: Coordinate) -> Result<(), BoardError> {
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fn place_stone(&mut self, coordinate: Coordinate) -> Result<(), BoardError> {
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let board = self.board.clone();
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let board = self.board.clone();
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let new_board = board.place_stone(coordinate, self.current_player)?;
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let new_board = board.place_stone(coordinate, self.current_player)?;
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