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5 changed files with 843 additions and 27 deletions

1
Cargo.lock generated
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@ -3345,6 +3345,7 @@ dependencies = [
"serde 1.0.188",
"thiserror",
"typeshare",
"uuid 0.8.2",
]
[[package]]

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@ -11,6 +11,7 @@ nom = { version = "7" }
serde = { version = "1", features = [ "derive" ] }
thiserror = { version = "1"}
typeshare = { version = "1" }
uuid = { version = "0.8", features = ["v4", "serde"] }
[dev-dependencies]
cool_asserts = { version = "2" }

816
sgf/src/game.rs Normal file
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@ -0,0 +1,816 @@
use crate::{
parser::{self, Annotation, Evaluation, Move, SetupInstr, Size, UnknownProperty},
Color, Date, GameResult, GameType,
};
use std::{collections::HashSet, time::Duration};
use uuid::Uuid;
#[derive(Clone, Debug, PartialEq)]
pub enum GameError {
InvalidGame,
RequiredPropertiesMissing,
InvalidGameNode(GameNodeError),
}
#[derive(Clone, Debug, PartialEq)]
pub enum MoveNodeError {
IncompatibleProperty(parser::Property),
ConflictingProperty,
NotAMoveNode,
ChildError(Box<GameNodeError>),
}
#[derive(Clone, Debug, PartialEq)]
pub enum SetupNodeError {
IncompatibleProperty(parser::Property),
ConflictingProperty,
ConflictingPosition,
NotASetupNode,
ChildError(Box<GameNodeError>),
}
#[derive(Clone, Debug, PartialEq)]
pub enum GameNodeError {
UnsupportedGameNode(MoveNodeError, SetupNodeError),
ConflictingProperty,
ConflictingPosition,
}
#[derive(Clone, Debug, PartialEq, Default)]
pub struct Player {
pub name: Option<String>,
pub rank: Option<String>,
pub team: Option<String>,
}
/// This represents the more semantic version of the game parser. Where the `parser` crate pulls
/// out a raw set of nodes, this structure is guaranteed to be a well-formed game. Getting to this
/// level, the interpreter will reject any games that have setup properties and move properties
/// mixed in a single node. If there are other semantic problems, the interpreter will reject
/// those, as well. Where the function of the parser is to understand and correct fundamental
/// syntax issues, the result of the Game is to have a fully-understood game. However, this doesn't
/// (yet?) go quite to the level of apply the game type (i.e., this is Go, Chess, Yinsh, or
/// whatever).
#[derive(Clone, Debug, PartialEq)]
pub struct Game {
game_type: GameType,
// TODO: board size is not necessary in all games. Hive has no defined board size.
board_size: Size,
black_player: Player,
white_player: Player,
app: Option<String>,
annotator: Option<String>,
copyright: Option<String>,
dates: Vec<Date>,
event: Option<String>,
game_name: Option<String>,
extra_info: Option<String>,
opening_info: Option<String>,
location: Option<String>,
result: Option<GameResult>,
round: Option<String>,
rules: Option<String>,
source: Option<String>,
time_limit: Option<Duration>,
overtime: Option<String>,
transcriber: Option<String>,
children: Vec<GameNode>,
}
impl Game {
pub fn new(
game_type: GameType,
board_size: Size,
black_player: Player,
white_player: Player,
) -> Self {
Self {
game_type,
board_size,
black_player,
white_player,
app: None,
annotator: None,
copyright: None,
dates: vec![],
event: None,
game_name: None,
extra_info: None,
opening_info: None,
location: None,
result: None,
round: None,
rules: None,
source: None,
time_limit: None,
overtime: None,
transcriber: None,
children: vec![],
}
}
}
impl Node for Game {
fn children<'a>(&'a self) -> Vec<&'a GameNode> {
self.children.iter().collect::<Vec<&'a GameNode>>()
}
fn add_child<'a>(&'a mut self, node: GameNode) -> &'a mut GameNode {
self.children.push(node);
self.children.last_mut().unwrap()
}
}
impl TryFrom<&parser::Tree> for Game {
type Error = GameError;
fn try_from(tree: &parser::Tree) -> Result<Self, Self::Error> {
let mut ty = None;
let mut size = None;
let mut black_player = Player {
name: None,
rank: None,
team: None,
};
let mut white_player = Player {
name: None,
rank: None,
team: None,
};
for prop in tree.root.properties.iter() {
match prop {
parser::Property::GameType(ty_) => ty = Some(ty_.clone()),
parser::Property::BoardSize(size_) => size = Some(size_.clone()),
parser::Property::BlackPlayer(name) => {
black_player.name = Some(name.clone());
}
parser::Property::WhitePlayer(name) => {
white_player.name = Some(name.clone());
}
parser::Property::BlackRank(rank) => {
black_player.rank = Some(rank.clone());
}
parser::Property::WhiteRank(rank) => {
white_player.rank = Some(rank.clone());
}
parser::Property::BlackTeam(team) => {
black_player.team = Some(team.clone());
}
parser::Property::WhiteTeam(team) => {
white_player.team = Some(team.clone());
}
_ => {}
}
}
let mut s = match (ty, size) {
(Some(ty), Some(size)) => Ok(Self::new(ty, size, black_player, white_player)),
_ => Err(Self::Error::RequiredPropertiesMissing),
}?;
for prop in tree.root.properties.iter() {
match prop {
parser::Property::GameType(_)
| parser::Property::BoardSize(_)
| parser::Property::BlackPlayer(_)
| parser::Property::WhitePlayer(_)
| parser::Property::BlackRank(_)
| parser::Property::WhiteRank(_)
| parser::Property::BlackTeam(_)
| parser::Property::WhiteTeam(_) => {}
parser::Property::Application(v) => s.app = Some(v.clone()),
parser::Property::Annotator(v) => s.annotator = Some(v.clone()),
parser::Property::Copyright(v) => s.copyright = Some(v.clone()),
parser::Property::EventDates(v) => s.dates = v.clone(),
parser::Property::EventName(v) => s.event = Some(v.clone()),
parser::Property::GameName(v) => s.game_name = Some(v.clone()),
parser::Property::ExtraGameInformation(v) => s.extra_info = Some(v.clone()),
parser::Property::GameOpening(v) => s.opening_info = Some(v.clone()),
parser::Property::GameLocation(v) => s.location = Some(v.clone()),
parser::Property::Result(v) => s.result = Some(v.clone()),
parser::Property::Round(v) => s.round = Some(v.clone()),
parser::Property::Ruleset(v) => s.rules = Some(v.clone()),
parser::Property::Source(v) => s.source = Some(v.clone()),
parser::Property::TimeLimit(v) => s.time_limit = Some(v.clone()),
parser::Property::Overtime(v) => s.overtime = Some(v.clone()),
// parser::Property::Data(v) => s.transcriber = Some(v.clone()),
_ => {}
}
}
s.children = tree
.root
.next
.iter()
.map(|node| GameNode::try_from(node))
.collect::<Result<Vec<GameNode>, GameNodeError>>()
.map_err(GameError::InvalidGameNode)?;
Ok(s)
}
}
#[derive(Clone, Debug, PartialEq)]
pub enum GameNode {
MoveNode(MoveNode),
SetupNode(SetupNode),
}
pub trait Node {
/// Provide a pre-order traversal of all of the nodes in the game tree.
fn nodes<'a>(&'a self) -> Vec<&'a GameNode> {
self.children()
.iter()
.map(|node| {
let mut children = node.nodes();
let mut v = vec![*node];
v.append(&mut children);
v
})
.flatten()
.collect::<Vec<&'a GameNode>>()
}
fn children<'a>(&'a self) -> Vec<&'a GameNode>;
fn add_child<'a>(&'a mut self, node: GameNode) -> &'a mut GameNode;
}
impl GameNode {
pub fn id(&self) -> Uuid {
match self {
GameNode::MoveNode(node) => node.id,
GameNode::SetupNode(node) => node.id,
}
}
}
impl Node for GameNode {
fn children<'a>(&'a self) -> Vec<&'a GameNode> {
match self {
GameNode::MoveNode(node) => node.children(),
GameNode::SetupNode(node) => node.children(),
}
}
fn nodes<'a>(&'a self) -> Vec<&'a GameNode> {
match self {
GameNode::MoveNode(node) => node.nodes(),
GameNode::SetupNode(node) => node.nodes(),
}
}
fn add_child<'a>(&'a mut self, new_node: GameNode) -> &'a mut GameNode {
match self {
GameNode::MoveNode(node) => node.add_child(new_node),
GameNode::SetupNode(node) => node.add_child(new_node),
}
}
}
impl TryFrom<&parser::Node> for GameNode {
type Error = GameNodeError;
fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
// I originally wrote this recursively. However, on an ordinary game of a couple hundred
// moves, that meant that I was recursing 500 functions, and that exceeded the stack limit.
// So, instead, I need to unroll everything to non-recursive form.
//
// So, I can treat each branch of the tree as a single line. Iterate over that line. I can
// only use the MoveNode::try_from and SetupNode::try_from if those functions don't
// recurse. Instead, I'm going to process just that node, then return to here and process
// the children.
let move_node = MoveNode::try_from(n);
let setup_node = SetupNode::try_from(n);
// I'm much too tired when writing this. I'm still recursing, but I did cut the number of
// recursions in half. This helps, but it still doesn't guarantee that I'm going to be able
// to parse all possible games. So, still, treat each branch of the game as a single line.
// Iterate over that line, don't recurse. Create bookmarks at each branch point, and then
// come back to each one.
let children = n
.next
.iter()
.map(|n| GameNode::try_from(n))
.collect::<Result<Vec<Self>, Self::Error>>()?;
let node = match (move_node, setup_node) {
(Ok(mut node), _) => {
node.children = children;
Ok(Self::MoveNode(node))
}
(Err(_), Ok(mut node)) => {
node.children = children;
Ok(Self::SetupNode(node))
}
(Err(move_err), Err(setup_err)) => {
Err(Self::Error::UnsupportedGameNode(move_err, setup_err))
}
}?;
Ok(node)
}
}
#[derive(Clone, Debug, PartialEq)]
pub struct MoveNode {
id: Uuid,
color: Color,
mv: Move,
children: Vec<GameNode>,
time_left: Option<Duration>,
moves_left: Option<usize>,
name: Option<String>,
evaluation: Option<Evaluation>,
value: Option<f64>,
comments: Option<String>,
annotation: Option<Annotation>,
unknown_props: Vec<(String, String)>,
}
impl MoveNode {
pub fn new(color: Color, mv: Move) -> Self {
Self {
id: Uuid::new_v4(),
color,
mv,
children: Vec::new(),
time_left: None,
moves_left: None,
name: None,
evaluation: None,
value: None,
comments: None,
annotation: None,
unknown_props: vec![],
}
}
}
impl Node for MoveNode {
fn children<'a>(&'a self) -> Vec<&'a GameNode> {
self.children.iter().collect::<Vec<&'a GameNode>>()
}
fn add_child<'a>(&'a mut self, node: GameNode) -> &'a mut GameNode {
self.children.push(node);
self.children.last_mut().unwrap()
}
}
impl TryFrom<&parser::Node> for MoveNode {
type Error = MoveNodeError;
fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
let s = match n.mv() {
Some((color, mv)) => {
let mut s = Self::new(color, mv);
for prop in n.properties.iter() {
match prop {
parser::Property::Move((color, mv)) => {
if s.color != *color || s.mv != *mv {
return Err(Self::Error::ConflictingProperty);
}
}
parser::Property::TimeLeft((color, duration)) => {
if s.color != *color {
return Err(Self::Error::ConflictingProperty);
}
if s.time_left.is_some() {
return Err(Self::Error::ConflictingProperty);
}
s.time_left = Some(duration.clone());
}
parser::Property::Comment(cmt) => {
if s.comments.is_some() {
return Err(Self::Error::ConflictingProperty);
}
s.comments = Some(cmt.clone());
}
parser::Property::Evaluation(evaluation) => {
if s.evaluation.is_some() {
return Err(Self::Error::ConflictingProperty);
}
s.evaluation = Some(*evaluation)
}
parser::Property::Annotation(annotation) => {
if s.annotation.is_some() {
return Err(Self::Error::ConflictingProperty);
}
s.annotation = Some(*annotation)
}
parser::Property::Unknown(UnknownProperty { ident, value }) => {
s.unknown_props.push((ident.clone(), value.clone()));
}
_ => return Err(Self::Error::IncompatibleProperty(prop.clone())),
}
}
Ok(s)
}
None => Err(Self::Error::NotAMoveNode),
}?;
Ok(s)
}
}
#[derive(Clone, Debug, PartialEq)]
pub struct SetupNode {
id: Uuid,
positions: Vec<parser::SetupInstr>,
children: Vec<GameNode>,
}
impl SetupNode {
pub fn new(positions: Vec<parser::SetupInstr>) -> Result<Self, SetupNodeError> {
let mut board = HashSet::new();
for position in positions.iter() {
let point = match position {
SetupInstr::Piece((_, point)) => point,
SetupInstr::Clear(point) => point,
};
if board.contains(point) {
return Err(SetupNodeError::ConflictingPosition);
}
board.insert(point);
}
Ok(Self {
id: Uuid::new_v4(),
positions,
children: Vec::new(),
})
}
}
impl Node for SetupNode {
fn children<'a>(&'a self) -> Vec<&'a GameNode> {
self.children.iter().collect::<Vec<&'a GameNode>>()
}
#[allow(dead_code)]
fn add_child<'a>(&'a mut self, _node: GameNode) -> &'a mut GameNode {
unimplemented!()
}
}
impl TryFrom<&parser::Node> for SetupNode {
type Error = SetupNodeError;
fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
match n.setup() {
Some(elements) => Self::new(elements),
None => Err(Self::Error::NotASetupNode),
}
}
}
#[allow(dead_code)]
pub fn path_to_node<'a>(node: &'a GameNode, id: Uuid) -> Vec<&'a GameNode> {
if node.id() == id {
return vec![node];
}
for child in node.children() {
let mut path = path_to_node(child, id);
if path.len() > 1 {
path.push(child);
return path;
}
}
Vec::new()
}
#[cfg(test)]
mod test {
use super::*;
use cool_asserts::assert_matches;
#[test]
fn it_can_create_an_empty_game_tree() {
let tree = Game::new(
GameType::Go,
Size {
width: 19,
height: 19,
},
Player::default(),
Player::default(),
);
assert_eq!(tree.nodes().len(), 0);
}
#[test]
fn it_can_add_moves_to_a_game() {
let mut game = Game::new(
GameType::Go,
Size {
width: 19,
height: 19,
},
Player::default(),
Player::default(),
);
let first_move = MoveNode::new(Color::Black, Move::Move("dd".to_owned()));
let first_ = game.add_child(GameNode::MoveNode(first_move.clone()));
let second_move = MoveNode::new(Color::White, Move::Move("qq".to_owned()));
first_.add_child(GameNode::MoveNode(second_move.clone()));
let nodes = game.nodes();
assert_eq!(nodes.len(), 2);
assert_eq!(nodes[0].id(), first_move.id);
assert_eq!(nodes[1].id(), second_move.id);
}
#[ignore]
#[test]
fn it_can_set_up_a_game() {
unimplemented!()
}
#[ignore]
#[test]
fn it_can_load_tree_from_sgf() {
unimplemented!()
}
#[test]
fn game_node_can_parse_sgf_move_node() {
let n = parser::Node {
properties: vec![
parser::Property::Move((Color::White, Move::Move("dp".to_owned()))),
parser::Property::TimeLeft((Color::White, Duration::from_secs(176))),
parser::Property::Comment("Comments in the game".to_owned()),
],
next: vec![],
};
assert_matches!(GameNode::try_from(&n), Ok(GameNode::MoveNode(_)));
}
}
#[cfg(test)]
mod root_node_tests {
#[ignore]
#[test]
fn it_rejects_move_properties() {
unimplemented!()
}
#[ignore]
#[test]
fn it_rejects_setup_properties() {
unimplemented!()
}
#[ignore]
#[test]
fn it_can_parse_a_root_sgf() {
unimplemented!()
}
}
#[cfg(test)]
mod move_node_tests {
use crate::parser::PositionList;
use super::*;
use cool_asserts::assert_matches;
#[test]
fn it_can_parse_an_sgf_move_node() {
let n = parser::Node {
properties: vec![
parser::Property::Move((Color::White, Move::Move("dp".to_owned()))),
parser::Property::TimeLeft((Color::White, Duration::from_secs(176))),
parser::Property::Comment("Comments in the game".to_owned()),
],
next: vec![],
};
assert_matches!(MoveNode::try_from(&n), Ok(node) => {
assert_eq!(node.color, Color::White);
assert_eq!(node.mv, Move::Move("dp".to_owned()));
assert_eq!(node.children, vec![]);
assert_eq!(node.time_left, Some(Duration::from_secs(176)));
assert_eq!(node.comments, Some("Comments in the game".to_owned()));
});
}
#[test]
fn it_rejects_an_sgf_setup_node() {
let n = parser::Node {
properties: vec![
parser::Property::Move((Color::White, Move::Move("dp".to_owned()))),
parser::Property::TimeLeft((Color::White, Duration::from_secs(176))),
parser::Property::SetupBlackStones(PositionList(vec![
"dd".to_owned(),
"de".to_owned(),
])),
],
next: vec![],
};
assert_matches!(
MoveNode::try_from(&n),
Err(MoveNodeError::IncompatibleProperty(_))
);
}
}
#[cfg(test)]
mod setup_node_tests {
use crate::parser::SetupInstr;
use super::*;
use cool_asserts::assert_matches;
#[ignore]
#[test]
fn it_can_parse_an_sgf_setup_node() {
unimplemented!()
}
#[test]
fn it_rejects_conflicting_placement_properties() {
assert_matches!(
SetupNode::new(vec![
SetupInstr::Piece((Color::Black, "dd".to_owned())),
SetupInstr::Piece((Color::Black, "dd".to_owned())),
]),
Err(SetupNodeError::ConflictingPosition)
);
assert_matches!(
SetupNode::new(vec![
SetupInstr::Piece((Color::Black, "dd".to_owned())),
SetupInstr::Piece((Color::Black, "ee".to_owned())),
SetupInstr::Piece((Color::White, "ee".to_owned())),
]),
Err(SetupNodeError::ConflictingPosition)
);
}
}
#[cfg(test)]
mod path_test {
#[ignore]
#[test]
fn returns_empty_list_if_no_game_nodes() {
unimplemented!()
}
#[ignore]
#[test]
fn returns_empty_list_if_node_not_found() {
unimplemented!()
}
#[ignore]
#[test]
fn path_excludes_root_node() {
unimplemented!()
}
}
#[cfg(test)]
mod file_test {
use super::*;
use crate::Win;
use cool_asserts::assert_matches;
use parser::parse_collection;
use std::{fs::File, io::Read};
fn with_text(text: &str, f: impl FnOnce(Vec<Game>)) {
let (_, games) = parse_collection::<nom::error::VerboseError<&str>>(text).unwrap();
let games = games
.into_iter()
.map(|game| Game::try_from(&game).expect("game to parse"))
.collect::<Vec<Game>>();
f(games);
}
fn with_file(path: &std::path::Path, f: impl FnOnce(Vec<Game>)) {
let mut file = File::open(path).unwrap();
let mut text = String::new();
let _ = file.read_to_string(&mut text);
with_text(&text, f);
}
/// This test checks against an ordinary game from SGF. It is unannotated and should contain
/// only move nodes with no setup nodes. The original source is from a game I played on KGS.
#[test]
fn it_can_load_an_ordinary_unannotated_game() {
with_file(
std::path::Path::new("test_data/2020 USGO DDK, Round 1.sgf"),
|games| {
assert_eq!(games.len(), 1);
let game = &games[0];
assert_eq!(game.game_type, GameType::Go);
assert_eq!(
game.board_size,
Size {
width: 19,
height: 19
}
);
assert_eq!(
game.black_player,
Player {
name: Some("savanni".to_owned()),
rank: Some("23k".to_owned()),
team: None
}
);
assert_eq!(
game.white_player,
Player {
name: Some("Geckoz".to_owned()),
rank: None,
team: None
}
);
assert_eq!(game.app, Some("CGoban:3".to_owned()));
assert_eq!(game.annotator, None);
assert_eq!(game.copyright, None);
assert_eq!(
game.dates,
vec![Date::Date(
chrono::NaiveDate::from_ymd_opt(2020, 8, 5).unwrap()
)]
);
assert_eq!(game.event, None);
assert_eq!(game.game_name, None);
assert_eq!(game.extra_info, None);
assert_eq!(game.opening_info, None);
assert_eq!(
game.location,
Some("The KGS Go Server at http://www.gokgs.com/".to_owned())
);
assert_eq!(game.result, Some(GameResult::White(Win::Score(17.5))));
assert_eq!(game.round, None);
assert_eq!(game.rules, Some("AGA".to_owned()));
assert_eq!(game.source, None);
assert_eq!(game.time_limit, Some(Duration::from_secs(1800)));
assert_eq!(game.overtime, Some("5x30 byo-yomi".to_owned()));
assert_eq!(game.transcriber, None);
/*
Property {
ident: "KM".to_owned(),
values: vec!["7.50".to_owned()],
},
];
for i in 0..16 {
assert_eq!(node.properties[i], expected_properties[i]);
}
*/
let children = game.children();
let node = children.first().unwrap();
assert_matches!(node, GameNode::MoveNode(node) => {
assert_eq!(node.color, Color::Black);
assert_eq!(node.mv, Move::Move("pp".to_owned()));
assert_eq!(node.time_left, Some(Duration::from_secs(1795)));
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())
)});
let children = node.children();
let node = children.first().unwrap();
assert_matches!(node, GameNode::MoveNode(node) => {
assert_eq!(node.color, Color::White);
assert_eq!(node.mv, Move::Move("dp".to_owned()));
assert_eq!(node.time_left, Some(Duration::from_secs(1765)));
assert_eq!(node.comments, None);
});
/*
let node = node.next().unwrap();
let expected_properties = vec![
Property {
ident: "W".to_owned(),
values: vec!["dp".to_owned()],
},
Property {
ident: "WL".to_owned(),
values: vec!["1765.099".to_owned()],
},
];
for i in 0..2 {
assert_eq!(node.properties[i], expected_properties[i]);
}
*/
},
);
}
}

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@ -1,12 +1,14 @@
mod date;
pub use date::Date;
mod game;
mod parser;
pub use parser::parse_collection;
use thiserror::Error;
mod types;
pub use date::Date;
pub use game::Game;
use game::Player;
pub use parser::parse_collection;
use parser::Size;
use thiserror::Error;
pub use types::*;
#[derive(Debug)]
@ -58,5 +60,21 @@ impl From<nom::error::Error<&str>> for ParseError {
}
pub fn parse_sgf(_input: &str) -> Result<Vec<Game>, Error> {
Ok(vec![Game::default()])
Ok(vec![Game::new(
GameType::Go,
Size {
width: 19,
height: 19,
},
Player {
name: None,
rank: None,
team: None,
},
Player {
name: None,
rank: None,
team: None,
},
)])
}

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@ -1,25 +1,5 @@
use crate::date::Date;
use thiserror::Error;
/// This is a placeholder structure. It is not meant to represent a game, only to provide a mock
/// interface for code already written that expects a Game data type to exist.
#[derive(Debug, Default)]
pub struct Game {
pub info: GameInfo,
}
#[derive(Debug, Default)]
pub struct GameInfo {
pub black_player: Option<String>,
pub black_rank: Option<String>,
pub white_player: Option<String>,
pub white_rank: Option<String>,
pub result: Option<GameResult>,
pub game_name: Option<String>,
pub date: Vec<Date>,
}
#[derive(Clone, Debug, PartialEq)]
pub enum GameType {
Go,