Code cleanup: split download into parsing + downloads

This commit is contained in:
Maximilian Keßler 2023-11-15 21:47:50 +01:00
parent 6ce692a06f
commit 4b427c40f9
Signed by: max
GPG key ID: BCC5A619923C0BA5
5 changed files with 179 additions and 107 deletions

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@ -20,7 +20,10 @@ add_executable(endgame-analyzer src/main.cpp src/state_explorer.cpp src/download
src/game_state.cpp src/game_state.cpp
include/null_buffer.h include/null_buffer.h
include/command_line_interface.h include/command_line_interface.h
src/command_line_interface.cpp) src/command_line_interface.cpp
include/parse_game.h
src/parse_game.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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@ -11,24 +11,8 @@
#include "game_state.h" #include "game_state.h"
#include "myassert.h" #include "myassert.h"
namespace Hanabi {
Card tag_invoke(boost::json::value_to_tag<Card>, boost::json::value const &jv);
void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card);
}
namespace Download { namespace Download {
struct Action {
Hanabi::ActionType type{};
int8_t target{};
};
Action tag_invoke(boost::json::value_to_tag<Action>, boost::json::value const &jv);
std::pair<std::vector<Hanabi::Card>, Hanabi::rank_t> parse_deck(const boost::json::value &deck_json);
std::vector<Action> parse_actions(const boost::json::value &action_json);
std::optional<boost::json::object> download_game_json(int game_id); std::optional<boost::json::object> download_game_json(int game_id);
std::optional<boost::json::object> open_game_json(const char *filename); std::optional<boost::json::object> open_game_json(const char *filename);

65
include/parse_game.h Normal file
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@ -0,0 +1,65 @@
#ifndef DYNAMIC_PROGRAM_PARSE_GAME_H
#define DYNAMIC_PROGRAM_PARSE_GAME_H
#include <boost/json.hpp>
#include "game_state.h"
namespace Hanabi {
// These are overloads that the boost/json library uses for parsing.
// They convert a Card from/to json.
// This has to be in the same namespace as Hanabi::Card.
Card tag_invoke(boost::json::value_to_tag<Card>, boost::json::value const &jv);
void tag_invoke(boost::json::value_from_tag, boost::json::value &jv, Hanabi::Card const &card);
}
namespace Parsing {
/**
* Represents a single action (turn) in a Hanab game.
* Note that this is slightly differen than Hanabi::Action,
* since this uses indices for specifying the discarded/played cards.
* We only want to work with this type while parsing, converting to Hanabi::Action after.
*/
struct HanabLiveAction {
Hanabi::ActionType type{};
/**
* In case the action is of type discard or play,
* this value refers to the index of the discarded/played card in the deck.
*/
int8_t target{};
};
// Overload for parsing from json to HanabLiveAction
HanabLiveAction tag_invoke(boost::json::value_to_tag<HanabLiveAction>, boost::json::value const &jv);
/*
* @brief Parse deck from hanab.live format
* @return List of cards (in order) and number of suits
*/
std::pair<std::vector<Hanabi::Card>, Hanabi::suit_t> parse_deck(const boost::json::value &deck_json);
/**
* @brief Parse actions from hanab.live format.
* @return List of actions
*/
std::vector<HanabLiveAction> parse_actions(const boost::json::value &action_json);
std::vector<Hanabi::Action> convert_actions(
std::vector<HanabLiveAction> const & hanab_live_actions,
std::vector<Hanabi::Card> const & deck
);
struct GameInfo
{
std::vector<Hanabi::Card> deck;
std::vector<Hanabi::Action> actions;
Hanabi::suit_t num_suits;
Hanabi::player_t num_players;
};
GameInfo parse_game(boost::json::object const & game_json);
}
#endif //DYNAMIC_PROGRAM_PARSE_GAME_H

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@ -1,82 +1,13 @@
#include <boost/json/src.hpp> #include <boost/json/src.hpp>
#include <cpr/cpr.h> #include <cpr/cpr.h>
#include "parse_game.h"
#include "download.h" #include "download.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 {
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 { 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_players:
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::optional<boost::json::object> download_game_json(int game_id) {
std::string request_str = "https://hanab.live/export/" + std::to_string(game_id); std::string request_str = "https://hanab.live/export/" + std::to_string(game_id);
cpr::Response r = cpr::Get(cpr::Url(request_str)); cpr::Response r = cpr::Get(cpr::Url(request_str));
@ -182,27 +113,11 @@ namespace Download {
}(); }();
if (!game_json_opt.has_value() or game_json_opt.value().empty()) { if (!game_json_opt.has_value() or game_json_opt.value().empty()) {
return Hanabi::Game(nullptr, {}, {}); return {nullptr, {}, {}};
} }
const boost::json::object& game_json = game_json_opt.value(); Parsing::GameInfo game_info = Parsing::parse_game(game_json_opt.value());
return {get_base_state(game_info.num_suits, game_info.num_players, game_info.deck, score_goal), game_info.actions, game_info.deck};
const auto [deck, num_suits] = parse_deck(game_json.at("deck"));
const size_t num_players = game_json.at("players").as_array().size();
// Convert the actions from hanab.live format into local format used
const std::vector<Action> hanab_live_actions = parse_actions(game_json.at("actions"));
std::vector<Hanabi::Action> actions;
std::transform(
hanab_live_actions.begin(),
hanab_live_actions.end(),
std::back_inserter(actions),
[&deck](Action const & action){
return Hanabi::Action {action.type, deck[action.target]};
}
);
return {get_base_state(num_suits, num_players, deck, score_goal), actions, deck};
} }
} // namespace Download } // namespace Download

105
src/parse_game.cpp Normal file
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@ -0,0 +1,105 @@
#include "parse_game.h"
namespace Parsing {
// 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();
Parsing::extract(obj, card.rank, "rank");
Parsing::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 Parsing {
HanabLiveAction tag_invoke(boost::json::value_to_tag<HanabLiveAction>, boost::json::value const &jv) {
HanabLiveAction 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_players:
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::suit_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::suit_t num_suits = 0;
for(const auto& card: deck) {
num_suits = std::max(num_suits, card.suit);
}
return {deck, num_suits + 1};
}
std::vector<HanabLiveAction> parse_actions(const boost::json::value &action_json)
{
return boost::json::value_to<std::vector<HanabLiveAction>>(action_json);
}
std::vector<Hanabi::Action> convert_actions(std::vector<HanabLiveAction> const & hanab_live_actions, std::vector<Hanabi::Card> const & deck)
{
std::vector<Hanabi::Action> actions;
std::transform(
hanab_live_actions.begin(),
hanab_live_actions.end(),
std::back_inserter(actions),
[&deck](HanabLiveAction const & action){
return Hanabi::Action {action.type, deck[action.target]};
}
);
return actions;
}
GameInfo parse_game(boost::json::object const & game_json)
{
auto const [deck, num_suits] = parse_deck(game_json.at("deck"));
const std::vector<Parsing::HanabLiveAction> hanab_live_actions = parse_actions(game_json.at("actions"));
Hanabi::player_t num_players = game_json.at("players").as_array().size();
std::vector<Hanabi::Action> actions = convert_actions(hanab_live_actions, deck);
return {deck, actions, num_suits, num_players};
}
}