Switch to a standardized tree library in the game tree and depth tree #236
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@ -5,8 +5,7 @@ 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::{HashSet, VecDeque},
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time::Duration,
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collections::{HashMap, HashSet, VecDeque}, fmt::Debug, ops::Deref, time::Duration
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};
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use uuid::Uuid;
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@ -56,6 +55,7 @@ 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)]
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pub struct GameRecord {
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pub game_type: GameType,
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@ -81,7 +81,7 @@ 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 trees: Vec<GameTree>,
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}
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impl GameRecord {
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@ -235,13 +235,13 @@ impl TryFrom<parser::Tree> for GameRecord {
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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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.collect::<Result<Vec<GameTree>, 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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fn recursive_tree_to_slab_tree(node: parser::Node) -> Result<GameTree, 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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@ -269,7 +269,7 @@ fn recursive_tree_to_slab_tree(node: parser::Node) -> Result<Tree<GameNode>, Gam
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}
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}
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Ok(slab)
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Ok(GameTree(slab))
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}
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pub struct TreeIter<'a> {
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@ -298,6 +298,50 @@ 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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impl Clone for GameTree {
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fn clone(&self) -> Self {
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match self.0.root() {
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None => Self(Tree::new()),
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Some(source_root_node) => {
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let mut dest = Tree::new();
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let dest_root_id = dest.set_root(source_root_node.data().clone());
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// In order to add a node to the new tree, I need to know the ID of the parent in
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// the source tree and the ID of the parent in the destination tree. So I want a
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// lookup table that maps source IDs to destination IDs. But is that sufficient?
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// Perhaps I can just keep a mapping from a source noderef to a destination ID.
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// I don't think I can keep more than one mutable destination node.
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let mut mapping: HashMap<NodeId, NodeId> = HashMap::new();
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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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}
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Self(dest)
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}
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}
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}
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}
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impl Debug for GameTree {
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fn fmt(&self, f: &mut std::fmt::Formatter) -> Result<(), std::fmt::Error> {
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self.write_formatted(f)
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}
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}
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impl Deref for GameTree {
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type Target = Tree<GameNode>;
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fn deref(&self) -> &Self::Target {
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&self.0
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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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@ -950,4 +994,14 @@ 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_copy_a_game_record() {
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with_file(std::path::Path::new("test_data/multi-tree.sgf"), |games| {
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let dest = games.clone();
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assert_eq!(games.len(), dest.len());
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assert_eq!(games[0], dest[0]);
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});
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}
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}
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