split download.h into separate header and source

This commit is contained in:
Maximilian Keßler 2023-08-12 19:15:05 +02:00
parent 4e860f49cc
commit 034a7a95a1
Signed by: max
GPG key ID: BCC5A619923C0BA5
4 changed files with 246 additions and 213 deletions

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@ -15,7 +15,7 @@ find_package(Boost 1.81 COMPONENTS program_options REQUIRED)
include_directories(.) include_directories(.)
include_directories(${Boost_INCLUDE_DIR}) include_directories(${Boost_INCLUDE_DIR})
add_executable(endgame-analyzer src/main.cpp src/cli_interface.cpp) add_executable(endgame-analyzer src/main.cpp src/cli_interface.cpp src/download.cpp)
target_link_libraries(endgame-analyzer cpr) target_link_libraries(endgame-analyzer cpr)
target_link_libraries(endgame-analyzer Boost::program_options) target_link_libraries(endgame-analyzer Boost::program_options)

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@ -2,7 +2,6 @@
#define DYNAMIC_PROGRAM_DOWNLOAD_H #define DYNAMIC_PROGRAM_DOWNLOAD_H
#include <boost/json.hpp> #include <boost/json.hpp>
#include <boost/json/src.hpp>
#include <cpr/cpr.h> #include <cpr/cpr.h>
#include <iostream> #include <iostream>
#include <fstream> #include <fstream>
@ -11,230 +10,42 @@
#include "game_state.h" #include "game_state.h"
#include "myassert.h" #include "myassert.h"
// This helper function deduces the type and assigns the value with the matching key
template<class T>
void extract(boost::json::object const &obj, T &t, std::string_view key) {
t = value_to<T>(obj.at(key));
}
namespace Hanabi { namespace Hanabi {
Card tag_invoke(boost::json::value_to_tag<Card>, Card tag_invoke(boost::json::value_to_tag<Card>, boost::json::value const &jv);
boost::json::value const &jv) { void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card);
Hanabi::Card card{};
boost::json::object const &obj = jv.as_object();
extract(obj, card.rank, "rank");
extract(obj, card.suit, "suitIndex");
card.rank = 5 - card.rank;
return card;
}
void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card) {
jv = {{"suitIndex", card.suit},
{"rank", card.rank}};
}
} }
namespace Download { namespace Download {
struct Action { struct Action {
Hanabi::ActionType type{}; Hanabi::ActionType type{};
uint8_t target; uint8_t target{};
}; };
Action tag_invoke(boost::json::value_to_tag<Action>, boost::json::value const &jv) { Action tag_invoke(boost::json::value_to_tag<Action>, boost::json::value const &jv);
Action action{};
uint8_t type;
boost::json::object const &obj = jv.as_object();
extract(obj, action.target, "target"); std::pair<std::vector<Hanabi::Card>, Hanabi::rank_t> parse_deck(const boost::json::value &deck_json);
extract(obj, type, "type");
action.type = static_cast<Hanabi::ActionType>(type); std::vector<Action> parse_actions(const boost::json::value &action_json);
switch (action.type) {
case Hanabi::ActionType::color_clue:
case Hanabi::ActionType::rank_clue:
action.type = Hanabi::ActionType::clue;
break;
case Hanabi::ActionType::end_game:
case Hanabi::ActionType::vote_terminate:
action.type = Hanabi::ActionType::end_game;
break;
case Hanabi::ActionType::play:
case Hanabi::ActionType::discard:
break;
default:
throw std::runtime_error(
"Invalid game format, could not parse action type " + std::to_string(type));
}
return action;
}
std::pair<std::vector<Hanabi::Card>, Hanabi::rank_t> parse_deck(const boost::json::value &deck_json) { std::optional<boost::json::object> download_game_json(int game_id);
auto deck = boost::json::value_to<std::vector<Hanabi::Card>>(deck_json);
for (auto &card: deck) {
ASSERT(card.rank < 5);
ASSERT(card.rank >= 0);
ASSERT(card.suit < 6);
ASSERT(card.suit >= 0);
}
Hanabi::rank_t num_suits = 0;
for(const auto& card: deck) {
num_suits = std::max(num_suits, card.suit);
}
return {deck, num_suits + 1};
}
std::vector<Action> parse_actions(const boost::json::value &action_json) { std::optional<boost::json::object> open_game_json(const char *filename);
return boost::json::value_to<std::vector<Action>>(action_json);
}
std::optional<boost::json::object> download_game_json(int game_id) { /**
std::string request_str = "https://hanab.live/export/" + std::to_string(game_id); * @brief Create game object from given source
cpr::Response r = cpr::Get(cpr::Url(request_str)); * @param game_spec Either an id to download from hanab.live or a filename with a json specification
if (r.header["content-type"] != "application/json; charset=utf-8") { * @param turn Turn to skip to
return std::nullopt; * @param draw_pile_break Minimum draw pile size of produced game
} * @return Game state
return boost::json::parse(r.text).as_object(); *
} * If both turn and draw_pile_break are specified, the game skips until the specified turn or the first time the
* draw pile hits the given size, whichever comes first
*
* @note Turns start counting at 1, since this is also the way hanab.live does it.
*/
std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn = 1, size_t draw_pile_break = 0);
std::optional<boost::json::object> open_game_json(const char *filename) { } // namespace Download
std::ifstream file(filename);
if (!file.is_open()) {
return std::nullopt;
}
std::string game_json((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
return boost::json::parse(game_json).as_object();
}
template<std::size_t num_suits, Hanabi::player_t num_players, std::size_t hand_size>
std::unique_ptr<Hanabi::HanabiStateIF> produce_state(
const std::vector<Hanabi::Card>& deck,
const std::vector<Action>& actions,
size_t num_turns_to_replicate,
size_t draw_pile_break = 0
) {
auto game = std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<num_suits, num_players, hand_size>(deck));
std::uint8_t index;
for (size_t i = 0; i < std::min(num_turns_to_replicate, actions.size()); i++) {
if (game->draw_pile_size() == draw_pile_break) {
break;
}
switch(actions[i].type) {
case Hanabi::ActionType::color_clue:
case Hanabi::ActionType::rank_clue:
game->give_clue();
break;
case Hanabi::ActionType::discard:
index = game->find_card_in_hand(deck[actions[i].target]);
ASSERT(index != std::uint8_t(-1));
game->discard(index);
break;
case Hanabi::ActionType::play:
index = game->find_card_in_hand(deck[actions[i].target]);
ASSERT(index != std::uint8_t(-1));
game->play(index);
break;
case Hanabi::ActionType::vote_terminate:
case Hanabi::ActionType::end_game:
return game;
}
}
game->init_backtracking_information();
return game;
}
std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn, size_t draw_pile_break = 0) {
const std::optional<boost::json::object> game_json_opt = [&game_spec]() {
if (game_spec.index() == 0) {
return download_game_json(std::get<int>(game_spec));
} else {
return open_game_json(std::get<const char *>(game_spec));
}
}();
if (!game_json_opt.has_value() or game_json_opt.value().empty()) {
return nullptr;
}
const boost::json::object& game_json = game_json_opt.value();
const auto [deck, num_suits] = parse_deck(game_json.at("deck"));
const std::vector<Action> actions = parse_actions(game_json.at("actions"));
const size_t num_players = game_json.at("players").as_array().size();
switch(num_players) {
case 2:
switch(num_suits) {
case 3:
return produce_state<3,2,5>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,2,5>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,2,5>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,2,5>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
case 3:
switch(num_suits) {
case 3:
return produce_state<3,3,5>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,3,5>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,3,5>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,3,5>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
case 4:
switch(num_suits) {
case 3:
return produce_state<3,4,4>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,4,4>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,4,4>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,4,4>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
case 5:
switch(num_suits) {
case 3:
return produce_state<3,5,4>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,5,4>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,5,4>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,5,4>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
case 6:
switch(num_suits) {
case 3:
return produce_state<3,6,3>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,6,3>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,6,3>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,6,3>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
default:
throw std::runtime_error("Invalid number of players: " + std::to_string(num_players));
}
}
} // namespacen Download
#endif // DYNAMIC_PROGRAM_DOWNLOAD_H #endif // DYNAMIC_PROGRAM_DOWNLOAD_H

222
src/download.cpp Normal file
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@ -0,0 +1,222 @@
#include "download.h"
#include <boost/json/src.hpp>
// This helper function deduces the type and assigns the value with the matching key
template<class T>
void extract(boost::json::object const &obj, T &t, std::string_view key) {
t = value_to<T>(obj.at(key));
}
namespace Hanabi {
Card tag_invoke(boost::json::value_to_tag<Card>,
boost::json::value const &jv) {
Hanabi::Card card{};
boost::json::object const &obj = jv.as_object();
extract(obj, card.rank, "rank");
extract(obj, card.suit, "suitIndex");
card.rank = 5 - card.rank;
return card;
}
void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card) {
jv = {{"suitIndex", card.suit},
{"rank", card.rank}};
}
}
namespace Download {
Action tag_invoke(boost::json::value_to_tag<Action>, boost::json::value const &jv) {
Action action{};
uint8_t type;
boost::json::object const &obj = jv.as_object();
extract(obj, action.target, "target");
extract(obj, type, "type");
action.type = static_cast<Hanabi::ActionType>(type);
switch (action.type) {
case Hanabi::ActionType::color_clue:
case Hanabi::ActionType::rank_clue:
action.type = Hanabi::ActionType::clue;
break;
case Hanabi::ActionType::end_game:
case Hanabi::ActionType::vote_terminate:
action.type = Hanabi::ActionType::end_game;
break;
case Hanabi::ActionType::play:
case Hanabi::ActionType::discard:
break;
default:
throw std::runtime_error(
"Invalid game format, could not parse action type " + std::to_string(type));
}
return action;
}
std::pair<std::vector<Hanabi::Card>, Hanabi::rank_t> parse_deck(const boost::json::value &deck_json) {
auto deck = boost::json::value_to<std::vector<Hanabi::Card>>(deck_json);
for (auto &card: deck) {
ASSERT(card.rank < 5);
ASSERT(card.rank >= 0);
ASSERT(card.suit < 6);
ASSERT(card.suit >= 0);
}
Hanabi::rank_t num_suits = 0;
for(const auto& card: deck) {
num_suits = std::max(num_suits, card.suit);
}
return {deck, num_suits + 1};
}
std::vector<Action> parse_actions(const boost::json::value &action_json) {
return boost::json::value_to<std::vector<Action>>(action_json);
}
std::optional<boost::json::object> download_game_json(int game_id) {
std::string request_str = "https://hanab.live/export/" + std::to_string(game_id);
cpr::Response r = cpr::Get(cpr::Url(request_str));
if (r.header["content-type"] != "application/json; charset=utf-8") {
return std::nullopt;
}
return boost::json::parse(r.text).as_object();
}
std::optional<boost::json::object> open_game_json(const char *filename) {
std::ifstream file(filename);
if (!file.is_open()) {
return std::nullopt;
}
std::string game_json((std::istreambuf_iterator<char>(file)), std::istreambuf_iterator<char>());
return boost::json::parse(game_json).as_object();
}
template<std::size_t num_suits, Hanabi::player_t num_players, std::size_t hand_size>
std::unique_ptr<Hanabi::HanabiStateIF> produce_state(
const std::vector<Hanabi::Card>& deck,
const std::vector<Action>& actions,
size_t num_turns_to_replicate,
size_t draw_pile_break = 0
) {
auto game = std::unique_ptr<Hanabi::HanabiStateIF>(new Hanabi::HanabiState<num_suits, num_players, hand_size>(deck));
std::uint8_t index;
for (size_t i = 0; i < std::min(num_turns_to_replicate, actions.size()); i++) {
if (game->draw_pile_size() == draw_pile_break) {
break;
}
switch(actions[i].type) {
case Hanabi::ActionType::color_clue:
case Hanabi::ActionType::rank_clue:
game->give_clue();
break;
case Hanabi::ActionType::discard:
index = game->find_card_in_hand(deck[actions[i].target]);
ASSERT(index != std::uint8_t(-1));
game->discard(index);
break;
case Hanabi::ActionType::play:
index = game->find_card_in_hand(deck[actions[i].target]);
ASSERT(index != std::uint8_t(-1));
game->play(index);
break;
case Hanabi::ActionType::vote_terminate:
case Hanabi::ActionType::end_game:
return game;
}
}
game->init_backtracking_information();
return game;
}
std::unique_ptr<Hanabi::HanabiStateIF> get_game(std::variant<int, const char*> game_spec, unsigned turn, size_t draw_pile_break) {
const std::optional<boost::json::object> game_json_opt = [&game_spec]() {
if (game_spec.index() == 0) {
return download_game_json(std::get<int>(game_spec));
} else {
return open_game_json(std::get<const char *>(game_spec));
}
}();
if (!game_json_opt.has_value() or game_json_opt.value().empty()) {
return nullptr;
}
const boost::json::object& game_json = game_json_opt.value();
const auto [deck, num_suits] = parse_deck(game_json.at("deck"));
const std::vector<Action> actions = parse_actions(game_json.at("actions"));
const size_t num_players = game_json.at("players").as_array().size();
switch(num_players) {
case 2:
switch(num_suits) {
case 3:
return produce_state<3,2,5>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,2,5>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,2,5>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,2,5>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
case 3:
switch(num_suits) {
case 3:
return produce_state<3,3,5>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,3,5>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,3,5>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,3,5>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
case 4:
switch(num_suits) {
case 3:
return produce_state<3,4,4>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,4,4>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,4,4>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,4,4>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
case 5:
switch(num_suits) {
case 3:
return produce_state<3,5,4>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,5,4>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,5,4>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,5,4>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
case 6:
switch(num_suits) {
case 3:
return produce_state<3,6,3>(deck, actions, turn, draw_pile_break);
case 4:
return produce_state<4,6,3>(deck, actions, turn, draw_pile_break);
case 5:
return produce_state<5,6,3>(deck, actions, turn, draw_pile_break);
case 6:
return produce_state<6,6,3>(deck, actions, turn, draw_pile_break);
default:
throw std::runtime_error("Invalid number of suits: " + std::to_string(num_suits));
}
default:
throw std::runtime_error("Invalid number of players: " + std::to_string(num_players));
}
}
} // namespace Download

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@ -16,7 +16,7 @@
namespace Hanabi { namespace Hanabi {
void analyze_game_and_start_cli(std::variant<int, const char*> game_id, int turn) { void analyze_game_and_start_cli(std::variant<int, const char*> game_id, int turn) {
auto game = Download::get_game(game_id, turn - 1); auto game = Download::get_game(game_id, turn);
if (game == nullptr) { if (game == nullptr) {
if(game_id.index() == 0) { if(game_id.index() == 0) {
std::cout << "Failed to download game " << std::get<int>(game_id) << " from hanab.live." << std::endl; std::cout << "Failed to download game " << std::get<int>(game_id) << " from hanab.live." << std::endl;