Switch to a standardized tree library in the game tree and depth tree #236

Merged
savanni merged 11 commits from savanni/improved-tree-structure into main 2024-05-01 02:26:47 +00:00
3 changed files with 80 additions and 20 deletions
Showing only changes of commit c913e9da37 - Show all commits

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@ -3,7 +3,7 @@ use crate::{
Color, Date, GameResult, GameType,
};
use serde::{Deserialize, Serialize};
use slab_tree::{NodeRef, Tree};
use slab_tree::{NodeId, NodeMut, NodeRef, Tree};
use std::{
collections::{HashSet, VecDeque},
time::Duration,
@ -36,7 +36,7 @@ pub enum SetupNodeError {
#[derive(Clone, Debug, PartialEq)]
pub enum GameNodeError {
UnsupportedGameNode(MoveNodeError, SetupNodeError),
UnsupportedGameNode(MoveNodeError, SetupNodeError, parser::Node),
ConflictingProperty,
ConflictingPosition,
}
@ -145,10 +145,10 @@ impl GameRecord {
}
}
impl TryFrom<&parser::Tree> for GameRecord {
impl TryFrom<parser::Tree> for GameRecord {
type Error = GameError;
fn try_from(tree: &parser::Tree) -> Result<Self, Self::Error> {
fn try_from(tree: parser::Tree) -> Result<Self, Self::Error> {
let mut ty = None;
let mut size = None;
let mut black_player = Player {
@ -232,12 +232,46 @@ impl TryFrom<&parser::Tree> for GameRecord {
.collect::<Result<Vec<GameNode>, GameNodeError>>()
.map_err(GameError::InvalidGameNode)?;
*/
s.trees = vec![];
s.trees = tree.root.next.into_iter()
.map(recursive_tree_to_slab_tree)
.collect::<Result<Vec<Tree<GameNode>>, GameError>>()?;
Ok(s)
}
}
fn recursive_tree_to_slab_tree(node: parser::Node) -> Result<Tree<GameNode>, GameError> {
let mut slab = Tree::new();
let mut nodes: VecDeque<(NodeId, parser::Node)> = VecDeque::new();
let root_id =
slab.set_root(GameNode::try_from(node.clone()).map_err(GameError::InvalidGameNode)?);
nodes.push_back((root_id, node));
// I need to keep track of the current parent, and I need to keep on digging deeper into the
// tree. Given that I have the root, I can then easily find out all of the children.
//
// So, maybe I take the list of children. Assign each one of them to a place in the slab tree.
// Then push the child *and* its ID into a dequeue. So long as the dequeue is not empty, I want
// to pop a node and its ID from the dequeue. The retrieve the NodeMut for it and work on the
// node's children.
while let Some((node_id, node)) = nodes.pop_front() {
let mut game_node: NodeMut<GameNode> = slab
.get_mut(node_id)
.expect("invalid node_id when retrieving nodes from the game");
// I have a node that is in the tree. Now run across all of its children, adding each one
// to the tree and pushing them into the deque along with their IDs.
for child in node.next {
let slab_child = game_node
.append(GameNode::try_from(child.clone()).map_err(GameError::InvalidGameNode)?);
nodes.push_back((slab_child.node_id(), child));
}
}
Ok(slab)
}
pub struct TreeIter<'a> {
queue: VecDeque<NodeRef<'a, &'a GameNode>>,
}
@ -300,10 +334,10 @@ impl GameNode {
}
}
impl TryFrom<&parser::Node> for GameNode {
impl TryFrom<parser::Node> for GameNode {
type Error = GameNodeError;
fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
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.
@ -312,8 +346,8 @@ impl TryFrom<&parser::Node> for GameNode {
// 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);
let move_node = MoveNode::try_from(n.clone());
let setup_node = SetupNode::try_from(n.clone());
// 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
@ -332,7 +366,7 @@ impl TryFrom<&parser::Node> for GameNode {
(Ok(mut node), _) => Ok(Self::MoveNode(node)),
(Err(_), Ok(mut node)) => Ok(Self::SetupNode(node)),
(Err(move_err), Err(setup_err)) => {
Err(Self::Error::UnsupportedGameNode(move_err, setup_err))
Err(Self::Error::UnsupportedGameNode(move_err, setup_err, n))
}
}
}
@ -373,10 +407,10 @@ impl MoveNode {
}
}
impl TryFrom<&parser::Node> for MoveNode {
impl TryFrom<parser::Node> for MoveNode {
type Error = MoveNodeError;
fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
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);
@ -462,10 +496,10 @@ impl SetupNode {
}
}
impl TryFrom<&parser::Node> for SetupNode {
impl TryFrom<parser::Node> for SetupNode {
type Error = SetupNodeError;
fn try_from(n: &parser::Node) -> Result<Self, Self::Error> {
fn try_from(n: parser::Node) -> Result<Self, Self::Error> {
match n.setup() {
Some(elements) => Self::new(elements),
None => Err(Self::Error::NotASetupNode),
@ -560,7 +594,7 @@ mod test {
],
next: vec![],
};
assert_matches!(GameNode::try_from(&n), Ok(GameNode::MoveNode(_)));
assert_matches!(GameNode::try_from(n), Ok(GameNode::MoveNode(_)));
}
}
@ -602,7 +636,7 @@ mod move_node_tests {
],
next: vec![],
};
assert_matches!(MoveNode::try_from(&n), Ok(node) => {
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![]);
@ -625,7 +659,7 @@ mod move_node_tests {
next: vec![],
};
assert_matches!(
MoveNode::try_from(&n),
MoveNode::try_from(n),
Err(MoveNodeError::IncompatibleProperty(_))
);
}
@ -675,7 +709,7 @@ mod path_test {
let (_, games) = parse_collection::<nom::error::VerboseError<&str>>(text).unwrap();
let games = games
.into_iter()
.map(|game| GameRecord::try_from(&game).expect("game to parse"))
.map(|game| GameRecord::try_from(game).expect("game to parse"))
.collect::<Vec<GameRecord>>();
f(games);
}
@ -769,7 +803,7 @@ mod file_test {
let (_, games) = parse_collection::<nom::error::VerboseError<&str>>(text).unwrap();
let games = games
.into_iter()
.map(|game| GameRecord::try_from(&game).expect("game to parse"))
.map(|game| GameRecord::try_from(game).expect("game to parse"))
.collect::<Vec<GameRecord>>();
f(games);
}
@ -891,4 +925,29 @@ mod file_test {
},
);
}
#[test]
fn it_can_load_a_file_with_multiple_roots() {
with_file(std::path::Path::new("test_data/multi-tree.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.trees.len(), 2);
assert_matches!(game.trees[0].root().unwrap().data(), GameNode::MoveNode(node) => {
assert_eq!(node.color, Color::Black);
assert_eq!(node.mv, Move::Move("pd".to_owned()));
});
assert_matches!(game.trees[1].root().unwrap().data(), GameNode::MoveNode(node) => {
assert_eq!(node.color, Color::Black);
assert_eq!(node.mv, Move::Move("pc".to_owned()));
});
});
}
}

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@ -73,7 +73,7 @@ pub fn parse_sgf(input: &str) -> Result<Vec<Result<GameRecord, game::GameError>>
let (_, games) = parse_collection::<nom::error::VerboseError<&str>>(input)?;
let games = games
.into_iter()
.map(|game| GameRecord::try_from(&game))
.map(|game| GameRecord::try_from(game))
.collect::<Vec<Result<GameRecord, game::GameError>>>();
Ok(games)

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@ -0,0 +1 @@
(;GM[1]FF[4]CA[UTF-8]AP[Sabaki:0.52.2]KM[7.5]SZ[19]DT[2024-04-19](;B[pd](;W[qc];B[qd];W[pc];B[oc];W[ob];B[nc];W[nb];B[mc];W[rd];B[re];W[rc];B[qf])(;W[qf];B[nc];W[rd];B[qc];W[pi]))(;B[pc];W[qe];B[oe];W[pg];B[ld];W[qj]))