implement staging api
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@@ -21,7 +21,9 @@ fn play_to_win(rng: &mut Rng) -> Option<KlondikeStats> {
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return None;
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}
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game.process_instruction(&mut stats, &CONFIG, instruction);
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game.stage_instruction(&mut stats, &CONFIG, instruction)
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.unwrap()
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.commit();
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}
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game.is_win().then_some(stats)
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}
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@@ -210,7 +210,7 @@ fn find_valid_instruction(
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});
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let instruction =
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KlondikeInstruction::DstTableau(DstTableau { tableau, src });
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if state.is_instruction_valid(config, instruction) {
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if state.is_instruction_valid(config, &instruction) {
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return Some(instruction);
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}
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}
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@@ -228,7 +228,7 @@ fn find_valid_instruction(
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_ => return None,
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};
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state
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.is_instruction_valid(config, instruction)
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.is_instruction_valid(config, &instruction)
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.then_some(instruction)
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}
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@@ -277,13 +277,16 @@ fn main() -> Result<(), std::io::Error> {
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.state()
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.get_auto_move(&session.config().inner)
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{
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session.process_instruction(instruction);
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session.stage_instruction(instruction).unwrap().commit();
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} else {
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println!("No valid moves!");
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}
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}
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SessionInstruction::Stock => {
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session.process_instruction(KlondikeInstruction::RotateStock)
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session
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.stage_instruction(KlondikeInstruction::RotateStock)
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.unwrap()
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.commit();
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}
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SessionInstruction::Klondike(naive_instruction) => {
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if let Some(instruction) = find_valid_instruction(
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@@ -291,7 +294,7 @@ fn main() -> Result<(), std::io::Error> {
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session.state().state(),
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naive_instruction,
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) {
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session.process_instruction(instruction);
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session.stage_instruction(instruction).unwrap().commit();
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} else {
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println!("Invalid move!");
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}
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+1
-1
@@ -16,7 +16,7 @@ let mut session = Session::new_default(game);
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// play game a bit
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while let Some(instruction) = session.state().state().get_auto_move(&config) {
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session.process_instruction(instruction);
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session.stage_instruction(instruction).unwrap().commit();
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// quit after 200 moves or win
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if session.is_win() || 200 < session.stats().stats().moves() {
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+45
-47
@@ -1,6 +1,6 @@
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pub type Rng = rand::rngs::StdRng;
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use card_game::{Card, Game, Pile, Rank, Stack};
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use card_game::{Card, Game, InstructionConsumer, Pile, Rank, Stack, StagedInstruction};
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#[cfg(test)]
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mod test;
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@@ -621,7 +621,7 @@ impl KlondikeState {
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pub fn is_instruction_valid(
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&self,
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config: &KlondikeConfig,
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instruction: KlondikeInstruction,
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instruction: &KlondikeInstruction,
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) -> bool {
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match instruction {
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// Stock -> Stock draws a card or resets the stock
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@@ -830,54 +830,11 @@ impl Game for Klondike {
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let state = self.state.clone();
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let config = config.clone();
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KlondikeIter::new()
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.filter(move |&instruction| state.is_instruction_valid(&config, instruction))
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.filter(move |instruction| state.is_instruction_valid(&config, instruction))
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}
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fn is_instruction_valid(&self, config: &Self::Config, instruction: Self::Instruction) -> bool {
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fn is_instruction_valid(&self, config: &Self::Config, instruction: &Self::Instruction) -> bool {
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self.state.is_instruction_valid(config, instruction)
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}
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fn process_instruction(
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&mut self,
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stats: &mut Self::Stats,
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config: &Self::Config,
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instruction: Self::Instruction,
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) {
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stats.increment_moves();
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match instruction {
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// Reset the stock if it's empty
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KlondikeInstruction::RotateStock => {
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if self.state.stock.face_down().is_empty() {
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self.state.stock.flip_it_and_reverse_it();
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stats.increment_recycle_count();
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} else {
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for _ in 0..config.draw_stock as usize {
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self.state.stock.flip_up();
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}
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}
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}
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// Move a card from anywhere to a foundation
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KlondikeInstruction::DstFoundation(DstFoundation { src, foundation }) => {
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stats.increment_move_to_foundation();
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let (card, did_flip_up) = self.state.take_top_card_flip_up(src);
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if did_flip_up {
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stats.increment_flip_up_bonus();
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}
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self.state.extend_foundation(foundation, card);
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}
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// Move a stack of cards from anywhere to a tableau
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KlondikeInstruction::DstTableau(DstTableau { src, tableau }) => {
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match src {
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KlondikePileStack::Stock => stats.increment_move_to_tableau(),
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KlondikePileStack::Foundation(_) => stats.increment_move_from_foundation(),
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KlondikePileStack::Tableau(_) => {}
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}
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let (cards, did_flip_up) = self.state.take_stack_flip_up(src);
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if did_flip_up {
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stats.increment_flip_up_bonus();
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}
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self.state.extend_tableau(tableau, cards);
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}
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}
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}
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fn is_win(&self) -> bool {
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// all foundations contain all ranks
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self.state.foundations.iter().all(|foundation| {
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@@ -889,6 +846,47 @@ impl Game for Klondike {
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})
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}
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}
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impl InstructionConsumer for Klondike {
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fn process_instruction(valid_instruction: StagedInstruction<'_, Self>) {
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let (game, stats, config, instruction) = valid_instruction.consume();
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stats.increment_moves();
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match instruction {
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// Reset the stock if it's empty
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KlondikeInstruction::RotateStock => {
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if game.state.stock.face_down().is_empty() {
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game.state.stock.flip_it_and_reverse_it();
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stats.increment_recycle_count();
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} else {
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for _ in 0..config.draw_stock as usize {
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game.state.stock.flip_up();
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}
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}
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}
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// Move a card from anywhere to a foundation
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KlondikeInstruction::DstFoundation(DstFoundation { src, foundation }) => {
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stats.increment_move_to_foundation();
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let (card, did_flip_up) = game.state.take_top_card_flip_up(src);
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if did_flip_up {
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stats.increment_flip_up_bonus();
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}
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game.state.extend_foundation(foundation, card);
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}
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// Move a stack of cards from anywhere to a tableau
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KlondikeInstruction::DstTableau(DstTableau { src, tableau }) => {
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match src {
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KlondikePileStack::Stock => stats.increment_move_to_tableau(),
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KlondikePileStack::Foundation(_) => stats.increment_move_from_foundation(),
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KlondikePileStack::Tableau(_) => {}
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}
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let (cards, did_flip_up) = game.state.take_stack_flip_up(src);
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if did_flip_up {
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stats.increment_flip_up_bonus();
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}
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game.state.extend_tableau(tableau, cards);
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}
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}
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}
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}
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#[cfg(feature = "serde")]
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impl serde::Serialize for KlondikeInstruction {
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@@ -23,7 +23,10 @@ fn test_json() {
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let solution_result = session.solve();
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if let Ok(Some(solution)) = solution_result {
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for snapshot in solution.clean_solution() {
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session.process_instruction(snapshot.instruction().clone());
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session
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.stage_instruction(snapshot.instruction().clone())
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.unwrap()
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.commit();
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}
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}
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let serialized = serde_json::to_string(&session).unwrap();
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@@ -42,7 +45,10 @@ fn test_rmp() {
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let solution_result = session.solve();
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if let Ok(Some(solution)) = solution_result {
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for snapshot in solution.clean_solution() {
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session.process_instruction(snapshot.instruction().clone());
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session
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.stage_instruction(snapshot.instruction().clone())
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.unwrap()
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.commit();
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}
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}
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let serialized = rmp_serde::to_vec(&session).unwrap();
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