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@ -3,11 +3,7 @@ use crate::{
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Color, Date, GameResult, GameType,
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};
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use serde::{Deserialize, Serialize};
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use slab_tree::{NodeId, NodeMut, NodeRef, Tree};
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use std::{
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collections::{HashSet, VecDeque},
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time::Duration,
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};
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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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@ -36,7 +32,7 @@ pub enum SetupNodeError {
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#[derive(Clone, Debug, PartialEq)]
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pub enum GameNodeError {
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UnsupportedGameNode(MoveNodeError, SetupNodeError, parser::Node),
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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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@ -56,6 +52,7 @@ pub struct Player {
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/// syntax issues, the result of the GameRecord is to have a fully-understood game. However, this
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/// doesn't (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, Deserialize, Serialize)]
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pub struct GameRecord {
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pub game_type: GameType,
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@ -81,7 +78,7 @@ pub struct GameRecord {
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pub overtime: Option<String>,
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pub transcriber: Option<String>,
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pub trees: Vec<Tree<GameNode>>,
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pub children: Vec<GameNode>,
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}
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impl GameRecord {
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@ -114,41 +111,55 @@ impl GameRecord {
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overtime: None,
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transcriber: None,
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trees: vec![],
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children: vec![],
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}
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}
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pub fn nodes(&self) -> Vec<&GameNode> {
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self.iter().collect()
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}
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pub fn iter(&self) -> impl Iterator<Item = &'_ GameNode> {
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self.trees
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.iter()
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.flat_map(|tree| tree.root().unwrap().traverse_pre_order())
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.map(|nr| nr.data())
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}
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/// Generate a list of moves which constitute the main line of the game. This is the game as it
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/// was actually played out, and by convention consists of the first node in each list of
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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.len() > 0 {
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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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})
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} else {
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None
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pub fn mainline(&self) -> Vec<&GameNode> {
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let mut moves: Vec<&GameNode> = vec![];
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let mut next = self.children.first();
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while let Some(node) = next {
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// Given that I know that I have a node, and I know that I'm going to push a reference
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// to it onto my final list, I want to get the first of its children. And I want to
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// keep doing that until there are no more first children.
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//
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// Just going to push references onto the list. No need to copy the nodes for this.
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//
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// Pushing a reference onto the list implicitely clones the reference, but not the data
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// it is pointing to. This means that each time through the loop, `next` points to
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// something else. This isn't being described very well, though, so it's worth
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// reviewing in the future.
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moves.push(node);
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next = match node {
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GameNode::MoveNode(node) => node.children.first(),
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GameNode::SetupNode(node) => node.children.first(),
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};
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}
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moves
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}
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}
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impl TryFrom<parser::Tree> for GameRecord {
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impl Node for GameRecord {
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fn children<'a>(&'a self) -> Vec<&'a GameNode> {
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self.children.iter().collect::<Vec<&'a GameNode>>()
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}
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fn add_child(&mut self, node: GameNode) -> &mut GameNode {
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self.children.push(node);
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self.children.last_mut().unwrap()
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}
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}
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impl TryFrom<&parser::Tree> for GameRecord {
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type Error = GameError;
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fn try_from(tree: parser::Tree) -> Result<Self, Self::Error> {
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fn try_from(tree: &parser::Tree) -> Result<Self, Self::Error> {
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let mut ty = None;
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let mut size = None;
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let mut black_player = Player {
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@ -223,7 +234,6 @@ impl TryFrom<parser::Tree> for GameRecord {
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}
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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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@ -231,100 +241,35 @@ impl TryFrom<parser::Tree> for GameRecord {
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.map(GameNode::try_from)
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.collect::<Result<Vec<GameNode>, GameNodeError>>()
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.map_err(GameError::InvalidGameNode)?;
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*/
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s.trees = tree.root.next.into_iter()
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.map(recursive_tree_to_slab_tree)
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.collect::<Result<Vec<Tree<GameNode>>, GameError>>()?;
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Ok(s)
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}
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}
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fn recursive_tree_to_slab_tree(node: parser::Node) -> Result<Tree<GameNode>, GameError> {
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let mut slab = Tree::new();
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let mut nodes: VecDeque<(NodeId, parser::Node)> = VecDeque::new();
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let root_id =
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slab.set_root(GameNode::try_from(node.clone()).map_err(GameError::InvalidGameNode)?);
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nodes.push_back((root_id, node));
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// I need to keep track of the current parent, and I need to keep on digging deeper into the
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// tree. Given that I have the root, I can then easily find out all of the children.
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//
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// So, maybe I take the list of children. Assign each one of them to a place in the slab tree.
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// Then push the child *and* its ID into a dequeue. So long as the dequeue is not empty, I want
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// to pop a node and its ID from the dequeue. The retrieve the NodeMut for it and work on the
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// node's children.
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while let Some((node_id, node)) = nodes.pop_front() {
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let mut game_node: NodeMut<GameNode> = slab
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.get_mut(node_id)
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.expect("invalid node_id when retrieving nodes from the game");
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// I have a node that is in the tree. Now run across all of its children, adding each one
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// to the tree and pushing them into the deque along with their IDs.
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for child in node.next {
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let slab_child = game_node
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.append(GameNode::try_from(child.clone()).map_err(GameError::InvalidGameNode)?);
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nodes.push_back((slab_child.node_id(), child));
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}
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}
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Ok(slab)
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}
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pub struct TreeIter<'a> {
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queue: VecDeque<NodeRef<'a, &'a GameNode>>,
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}
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impl<'a> Default for TreeIter<'a> {
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fn default() -> Self {
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TreeIter {
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queue: VecDeque::default(),
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}
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}
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}
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impl<'a> Iterator for TreeIter<'a> {
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type Item = &'a GameNode;
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fn next(&mut self) -> Option<Self::Item> {
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let retval = self.queue.pop_front();
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if let Some(ref retval) = retval {
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retval
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.children()
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.for_each(|node| self.queue.push_back(node));
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}
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retval.map(|rv| *rv.data())
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}
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}
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pub struct MainlineIter<'a> {
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next: Option<NodeRef<'a, GameNode>>,
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tree: &'a Tree<GameNode>,
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}
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impl<'a> Iterator for MainlineIter<'a> {
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type Item = &'a GameNode;
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fn next(&mut self) -> Option<Self::Item> {
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if let Some(next) = self.next.take() {
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let ret = self.tree.get(next.node_id())?;
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self.next = next
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.first_child()
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.and_then(|child| self.tree.get(child.node_id()));
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Some(ret.data())
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} else {
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None
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}
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}
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}
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#[derive(Clone, Debug, PartialEq, Deserialize, Serialize)]
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pub enum GameNode {
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MoveNode(MoveNode),
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SetupNode(SetupNode),
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}
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pub trait Node {
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/// Provide a pre-order traversal of all of the nodes in the game tree.
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fn nodes<'a>(&'a self) -> Vec<&'a GameNode> {
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self.children()
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.iter()
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.flat_map(|node| {
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let mut children = node.nodes();
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let mut v = vec![*node];
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v.append(&mut children);
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v
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})
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.collect::<Vec<&'a GameNode>>()
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}
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fn children(&self) -> Vec<&GameNode>;
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fn add_child(&mut self, node: GameNode) -> &mut GameNode;
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}
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impl GameNode {
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pub fn id(&self) -> Uuid {
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match self {
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@ -334,10 +279,33 @@ impl GameNode {
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}
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}
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impl TryFrom<parser::Node> for GameNode {
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impl Node for GameNode {
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fn children(&self) -> Vec<&GameNode> {
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match self {
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GameNode::MoveNode(node) => node.children(),
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GameNode::SetupNode(node) => node.children(),
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}
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}
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fn nodes(&self) -> Vec<&GameNode> {
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match self {
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GameNode::MoveNode(node) => node.nodes(),
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GameNode::SetupNode(node) => node.nodes(),
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}
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}
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fn add_child(&mut self, new_node: GameNode) -> &mut GameNode {
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match self {
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GameNode::MoveNode(node) => node.add_child(new_node),
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GameNode::SetupNode(node) => node.add_child(new_node),
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}
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}
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}
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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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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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@ -346,29 +314,35 @@ impl TryFrom<parser::Node> for GameNode {
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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.clone());
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let setup_node = SetupNode::try_from(n.clone());
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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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// 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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/*
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let children = n
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.next
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.iter()
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.map(GameNode::try_from)
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.collect::<Result<Vec<Self>, Self::Error>>()?;
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*/
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match (move_node, setup_node) {
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(Ok(mut node), _) => Ok(Self::MoveNode(node)),
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(Err(_), Ok(mut 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, n))
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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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}
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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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Ok(node)
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}
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}
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@ -377,6 +351,7 @@ pub struct MoveNode {
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pub id: Uuid,
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pub color: Color,
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pub mv: Move,
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pub children: Vec<GameNode>,
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pub time_left: Option<Duration>,
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pub moves_left: Option<usize>,
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@ -394,6 +369,7 @@ impl MoveNode {
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id: Uuid::new_v4(),
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color,
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mv,
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children: Vec::new(),
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time_left: None,
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moves_left: None,
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@ -407,10 +383,21 @@ impl MoveNode {
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}
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}
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impl TryFrom<parser::Node> for MoveNode {
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impl Node for MoveNode {
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fn children<'a>(&'a self) -> Vec<&'a GameNode> {
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self.children.iter().collect::<Vec<&'a GameNode>>()
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}
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fn add_child(&mut self, node: GameNode) -> &mut GameNode {
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self.children.push(node);
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self.children.last_mut().unwrap()
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}
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}
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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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fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
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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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@ -473,6 +460,7 @@ pub struct SetupNode {
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id: Uuid,
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pub positions: Vec<parser::SetupInstr>,
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pub children: Vec<GameNode>,
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}
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impl SetupNode {
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@ -492,14 +480,26 @@ impl SetupNode {
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Ok(Self {
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id: Uuid::new_v4(),
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positions,
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children: Vec::new(),
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})
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}
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}
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impl TryFrom<parser::Node> for SetupNode {
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impl Node for SetupNode {
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fn children<'a>(&'a self) -> Vec<&'a GameNode> {
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self.children.iter().collect::<Vec<&'a GameNode>>()
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}
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#[allow(dead_code)]
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fn add_child(&mut self, _node: GameNode) -> &mut GameNode {
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unimplemented!()
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}
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}
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impl TryFrom<&parser::Node> for SetupNode {
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type Error = SetupNodeError;
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fn try_from(n: parser::Node) -> Result<Self, Self::Error> {
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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::NotASetupNode),
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@ -507,7 +507,6 @@ impl TryFrom<parser::Node> for SetupNode {
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}
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}
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/*
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#[allow(dead_code)]
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pub fn path_to_node(node: &GameNode, id: Uuid) -> Vec<&GameNode> {
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if node.id() == id {
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@ -524,7 +523,6 @@ pub fn path_to_node(node: &GameNode, id: Uuid) -> Vec<&GameNode> {
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Vec::new()
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}
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*/
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#[cfg(test)]
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mod test {
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@ -557,19 +555,15 @@ mod test {
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Player::default(),
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);
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/*
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let first_move = MoveNode::new(Color::Black, Move::Move("dd".to_owned()));
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let first_ = game.add_child(GameNode::MoveNode(first_move.clone()));
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let second_move = MoveNode::new(Color::White, Move::Move("qq".to_owned()));
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first_.add_child(GameNode::MoveNode(second_move.clone()));
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*/
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/*
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let nodes = game.nodes();
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assert_eq!(nodes.len(), 2);
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assert_eq!(nodes[0].id(), first_move.id);
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assert_eq!(nodes[1].id(), second_move.id);
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*/
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}
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#[ignore]
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@ -594,7 +588,7 @@ mod test {
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],
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next: vec![],
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};
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assert_matches!(GameNode::try_from(n), Ok(GameNode::MoveNode(_)));
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assert_matches!(GameNode::try_from(&n), Ok(GameNode::MoveNode(_)));
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}
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}
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@ -636,10 +630,10 @@ mod move_node_tests {
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],
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next: vec![],
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};
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assert_matches!(MoveNode::try_from(n), Ok(node) => {
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assert_matches!(MoveNode::try_from(&n), Ok(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.children, vec![]);
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assert_eq!(node.children, vec![]);
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assert_eq!(node.time_left, Some(Duration::from_secs(176)));
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assert_eq!(node.comments, Some("Comments in the game".to_owned()));
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});
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@ -659,7 +653,7 @@ mod move_node_tests {
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next: vec![],
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};
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assert_matches!(
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MoveNode::try_from(n),
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MoveNode::try_from(&n),
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Err(MoveNodeError::IncompatibleProperty(_))
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);
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}
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@ -709,7 +703,7 @@ mod path_test {
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let (_, games) = parse_collection::<nom::error::VerboseError<&str>>(text).unwrap();
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let games = games
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.into_iter()
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.map(|game| GameRecord::try_from(game).expect("game to parse"))
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.map(|game| GameRecord::try_from(&game).expect("game to parse"))
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.collect::<Vec<GameRecord>>();
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f(games);
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}
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@ -728,10 +722,7 @@ mod path_test {
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|games| {
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let game = &games[0];
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let moves = game
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.mainline()
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.expect("there should be a mainline in this file")
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.collect::<Vec<&GameNode>>();
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let moves = game.mainline();
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assert_matches!(moves[0], 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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@ -753,10 +744,7 @@ mod path_test {
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with_file(std::path::Path::new("test_data/branch_test.sgf"), |games| {
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let game = &games[0];
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let moves = game
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.mainline()
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.expect("there should be a mainline in this file")
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.collect::<Vec<&GameNode>>();
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let moves = game.mainline();
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assert_matches!(moves[1], GameNode::MoveNode(node) => {
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assert_eq!(node.color, Color::White);
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assert_eq!(node.mv, Move::Move("dd".to_owned()));
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@ -803,7 +791,7 @@ mod file_test {
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let (_, games) = parse_collection::<nom::error::VerboseError<&str>>(text).unwrap();
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let games = games
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.into_iter()
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.map(|game| GameRecord::try_from(game).expect("game to parse"))
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.map(|game| GameRecord::try_from(&game).expect("game to parse"))
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.collect::<Vec<GameRecord>>();
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f(games);
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}
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@ -887,7 +875,6 @@ mod file_test {
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}
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*/
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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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@ -905,7 +892,6 @@ mod file_test {
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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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|
|
/*
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let node = node.next().unwrap();
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|
|
let expected_properties = vec![
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@ -925,29 +911,4 @@ mod file_test {
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},
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);
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}
|
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|
#[test]
|
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|
|
fn it_can_load_a_file_with_multiple_roots() {
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|
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with_file(std::path::Path::new("test_data/multi-tree.sgf"), |games| {
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assert_eq!(games.len(), 1);
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let game = &games[0];
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assert_eq!(game.game_type, GameType::Go);
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assert_eq!(
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game.board_size,
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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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);
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assert_eq!(game.trees.len(), 2);
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assert_matches!(game.trees[0].root().unwrap().data(), GameNode::MoveNode(node) => {
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assert_eq!(node.color, Color::Black);
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assert_eq!(node.mv, Move::Move("pd".to_owned()));
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});
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assert_matches!(game.trees[1].root().unwrap().data(), GameNode::MoveNode(node) => {
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assert_eq!(node.color, Color::Black);
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assert_eq!(node.mv, Move::Move("pc".to_owned()));
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|
});
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|
|
});
|
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|
|
}
|
|
|
|
|
}
|
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|
|