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4 Commits
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9ab2eb0668
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| 9ab2eb0668 | |||
| ea066706ee | |||
| 2a844add36 | |||
| 0477ef5c52 |
+61
-57
@@ -469,15 +469,6 @@ impl<C: Default> Default for SessionConfig<C> {
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}
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}
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#[derive(Clone, Debug)]
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#[derive(Clone, Debug)]
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#[cfg_attr(
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feature = "serde",
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derive(serde_derive::Deserialize, serde_derive::Serialize),
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serde(bound = "
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G: serde::Serialize + for <'a> serde::Deserialize<'a>,
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G::Stats: serde::Serialize + for <'a> serde::Deserialize<'a>,
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G::Config: serde::Serialize + for <'a> serde::Deserialize<'a>,
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")
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)]
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pub struct Session<G: Game> {
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pub struct Session<G: Game> {
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stats: SessionStats<G::Stats>,
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stats: SessionStats<G::Stats>,
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config: SessionConfig<G::Config>,
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config: SessionConfig<G::Config>,
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@@ -662,72 +653,85 @@ where
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}
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}
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}
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}
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#[cfg_attr(
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feature = "serde",
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derive(serde_derive::Deserialize),
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serde(bound = "
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G: serde::Deserialize<'de>,
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SessionConfig<G::Config>: serde::Deserialize<'de>,
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Vec<G::Instruction>: serde::Deserialize<'de>,
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")
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)]
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struct SerializedSession<G: Game> {
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config: SessionConfig<G::Config>,
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state: G,
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history: Vec<G::Instruction>,
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}
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#[cfg(feature = "serde")]
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#[cfg(feature = "serde")]
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impl<'de, G: Game> serde::de::DeserializeSeed<'de> for Session<G>
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impl<'de, G: Game<Score = i32>> serde::de::Deserialize<'de> for Session<G>
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where
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where
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G: serde::Deserialize<'de>,
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G: serde::Deserialize<'de> + Clone + Eq + core::hash::Hash,
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G::Instruction: serde::Deserialize<'de>,
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G::Stats: Default,
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G::Instruction: serde::Deserialize<'de> + Eq + core::hash::Hash,
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SessionConfig<G::Config>: serde::Deserialize<'de>,
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Vec<G::Instruction>: serde::Deserialize<'de>,
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{
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{
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type Value = SessionState<G>;
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fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
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fn deserialize<D>(deserializer: D) -> Result<Self::Value, D::Error>
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where
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where
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D: serde::Deserializer<'de>,
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D: serde::Deserializer<'de>,
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{
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{
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struct SessionStateVisitor<G> {
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let serialized = SerializedSession::deserialize(deserializer)?;
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state: G,
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let mut session = Session::new(serialized.state, serialized.config);
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for instruction in serialized.history {
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session.process_instruction(instruction);
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}
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}
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impl<'de, G: Game> serde::de::Visitor<'de> for SessionStateVisitor<G>
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Ok(session)
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where
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G: serde::Deserialize<'de>,
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G::Instruction: serde::Deserialize<'de>,
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{
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type Value = SessionState<G>;
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fn expecting(&self, f: &mut std::fmt::Formatter) -> std::fmt::Result {
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write!(f, "State History")
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}
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fn visit_seq<A>(self, mut seq: A) -> Result<Self::Value, A::Error>
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where
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A: serde::de::SeqAccess<'de>,
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{
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let mut state = self.state.clone();
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let mut history = match seq.size_hint() {
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Some(capacity) => Vec::with_capacity(capacity),
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None => Vec::new(),
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};
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while let Some(instruction) = seq.next_element::<G::Instruction>()? {
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history.push(StateSnapshot {
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state: state.clone(),
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instruction: instruction.clone(),
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});
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state.process_instruction(stats, config, instruction);
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}
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Ok(SessionState { state, history })
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}
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}
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let state = G::deserialize(deserializer)?;
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deserializer.deserialize_seq(SessionStateVisitor { state })
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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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#[cfg(feature = "serde")]
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impl<G: Game> serde::Serialize for SessionState<G>
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impl<G: Game> serde::Serialize for Session<G>
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where
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where
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G: serde::Serialize,
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G: serde::Serialize,
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G::Config: serde::Serialize,
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G::Instruction: serde::Serialize,
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G::Instruction: serde::Serialize,
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{
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{
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fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
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fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
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where
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where
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S: serde::Serializer,
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S: serde::Serializer,
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{
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{
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if let Some(state) = self.history.first() {
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struct History<'a, G: Game>(&'a [StateSnapshot<G>]);
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state.serialize(serializer)?;
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impl<G: Game> serde::Serialize for History<'_, G>
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where
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G: serde::Serialize,
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G::Instruction: serde::Serialize,
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{
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fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
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where
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S: serde::Serializer,
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{
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let &History(history) = self;
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use serde::ser::SerializeSeq;
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let mut seq = serializer.serialize_seq(Some(history.len()))?;
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for snapshot in history {
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seq.serialize_element(&snapshot.instruction)?;
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}
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seq.end()
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}
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}
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use serde::ser::SerializeMap;
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let mut map = serializer.serialize_map(Some(2))?;
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// serialize the initial state of the game.
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// if there is history, it is the first snapshot's state,
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// otherwise it is the current game state since there are no moves.
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let state = if let Some(snapshot) = self.state.history.first() {
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snapshot.state()
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} else {
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} else {
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self.state.serialize(serializer)?;
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&self.state.state
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}
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};
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use serde::ser::SerializeSeq;
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map.serialize_entry("config", &self.config)?;
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let mut seq = serializer.serialize_seq(Some(self.history.len()))?;
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map.serialize_entry("state", state)?;
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for snapshot in &self.history {
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map.serialize_entry("history", &History(&self.state.history))?;
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seq.serialize_element(&snapshot.instruction)?;
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map.end()
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}
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seq.end()
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}
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}
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}
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}
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Reference in New Issue
Block a user