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@ -5,7 +5,10 @@ use crate::{
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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::{HashMap, HashSet, VecDeque}, fmt::Debug, ops::Deref, time::Duration
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collections::{HashMap, HashSet, VecDeque},
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fmt::Debug,
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ops::Deref,
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time::Duration,
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};
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use uuid::Uuid;
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@ -134,7 +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.len() > 0 {
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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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@ -233,7 +236,10 @@ impl TryFrom<parser::Tree> for GameRecord {
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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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s.trees = tree
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.root
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.next
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.into_iter()
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.map(recursive_tree_to_slab_tree)
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.collect::<Result<Vec<GameTree>, GameError>>()?;
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@ -272,10 +278,12 @@ fn recursive_tree_to_slab_tree(node: parser::Node) -> Result<GameTree, GameError
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Ok(GameTree(slab))
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}
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#[derive(Default)]
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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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/*
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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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@ -283,6 +291,7 @@ impl<'a> Default for TreeIter<'a> {
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}
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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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@ -298,8 +307,7 @@ impl<'a> Iterator for TreeIter<'a> {
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}
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}
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#[derive(PartialEq)]
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struct GameTree(Tree<GameNode>);
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pub struct GameTree(Tree<GameNode>);
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impl Clone for GameTree {
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fn clone(&self) -> Self {
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@ -319,6 +327,19 @@ impl Clone for GameTree {
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mapping.insert(source_root_node.node_id(), dest_root_id);
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for source_node in source_root_node.traverse_level_order() {
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match source_node.parent() {
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None => {}
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Some(parent) => {
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let source_node_parent_id = parent.node_id();
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let target_node_parent_id = mapping.get(&source_node_parent_id).expect("node should have been added to the source to dest mapping when being cloned");
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let mut parent = dest.get_mut(*target_node_parent_id).expect(
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"destination parent node to exist before reaching potential children",
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);
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let dest_id = parent.append(source_node.data().clone()).node_id();
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mapping.insert(source_node.node_id(), dest_id);
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}
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}
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}
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Self(dest)
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@ -341,6 +362,30 @@ impl Deref for GameTree {
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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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// the same between them
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let left_root = self.root();
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let right_root = other.root();
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match (left_root, right_root) {
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(Some(left_root), Some(right_root)) => {
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for (left_node, right_node) in std::iter::zip(
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left_root.traverse_pre_order(),
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right_root.traverse_pre_order(),
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) {
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if left_node.data() != right_node.data() {
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return false;
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}
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}
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}
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(None, None) => return true,
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_ => return false,
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}
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true
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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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@ -382,33 +427,12 @@ 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.clone());
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let setup_node = SetupNode::try_from(n.clone());
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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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(Ok(node), _) => Ok(Self::MoveNode(node)),
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(Err(_), Ok(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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}
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