2023-10-02 20:29:39 -04:00
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use crate::error;
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use crate::queries::*;
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use sqlite::*;
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use std::fs::{self, OpenOptions};
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use std::io;
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use std::path::{Path, PathBuf};
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use std::time::SystemTime;
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pub struct DatasetMetadata {
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pub last_sync: Timestamp,
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pub game_id: VideogameId,
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pub game_name: String,
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pub state: Option<String>,
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}
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2023-09-30 01:43:33 -04:00
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/// Return the path to the datasets file.
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fn datasets_path(config_dir: &Path) -> io::Result<PathBuf> {
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let mut path = config_dir.to_owned();
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path.push("startrnr");
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// Create datasets path if it doesn't exist
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fs::create_dir_all(&path)?;
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path.push("datasets.sqlite");
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// Create datasets file if it doesn't exist
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OpenOptions::new().write(true).create(true).open(&path)?;
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Ok(path)
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}
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pub fn open_datasets(config_dir: &Path) -> sqlite::Result<Connection> {
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let path = datasets_path(config_dir).unwrap();
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let query = "
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PRAGMA foreign_keys = ON;
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CREATE TABLE IF NOT EXISTS datasets (
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name TEXT UNIQUE NOT NULL,
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last_sync INTEGER NOT NULL,
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game_id INTEGER NOT NULL,
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game_name TEXT NOT NULL,
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state TEXT
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) STRICT;";
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let connection = sqlite::open(path)?;
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connection.execute(query)?;
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Ok(connection)
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}
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// TODO: Sanitize dataset names
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pub fn list_dataset_names(connection: &Connection) -> sqlite::Result<Vec<String>> {
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let query = "SELECT name FROM datasets";
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connection
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.prepare(query)?
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.into_iter()
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.map(|r| r.map(|x| x.read::<&str, _>("name").to_owned()))
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.try_collect()
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}
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pub fn list_datasets(connection: &Connection) -> sqlite::Result<Vec<(String, DatasetMetadata)>> {
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let query = "SELECT * FROM datasets";
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connection
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.prepare(query)?
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.into_iter()
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.map(|r| {
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let r_ = r?;
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Ok((
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r_.read::<&str, _>("name").to_owned(),
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DatasetMetadata {
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last_sync: Timestamp(r_.read::<i64, _>("last_sync") as u64),
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game_id: VideogameId(r_.read::<i64, _>("game_id") as u64),
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game_name: r_.read::<&str, _>("game_name").to_owned(),
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state: r_.read::<Option<&str>, _>("state").map(String::from),
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},
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))
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})
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.try_collect()
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}
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pub fn delete_dataset(connection: &Connection, dataset: &str) -> sqlite::Result<()> {
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let query = format!(
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r#"DELETE FROM datasets WHERE name = '{0}';
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DROP TABLE "dataset_{0}_players";
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DROP TABLE "dataset_{0}_network";"#,
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dataset
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);
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connection.execute(query)
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}
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pub fn new_dataset(
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connection: &Connection,
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dataset: &str,
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config: DatasetMetadata,
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) -> sqlite::Result<()> {
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let query1 = r#"INSERT INTO datasets (name, game_id, game_name, state)
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VALUES (?, ?, ?, ?)"#;
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let query2 = format!(
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r#"
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CREATE TABLE "dataset_{0}_players" (
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id INTEGER PRIMARY KEY,
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name TEXT,
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prefix TEXT
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);
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CREATE TABLE "dataset_{0}_network" (
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player_A INTEGER NOT NULL,
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player_B INTEGER NOT NULL,
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advantage REAL NOT NULL,
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sets_A INTEGER NOT NULL,
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sets_B INTEGER NOT NULL,
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games_A INTEGER NOT NULL,
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games_B INTEGER NOT NULL,
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UNIQUE (player_A, player_B),
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CHECK (player_A < player_B),
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FOREIGN KEY(player_A, player_B) REFERENCES "dataset_{0}_players"
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ON DELETE CASCADE
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) STRICT;"#,
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dataset
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);
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connection
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.prepare(query1)?
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.into_iter()
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.bind((1, dataset))?
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.bind((2, config.game_id.0 as i64))?
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.bind((3, &config.game_name[..]))?
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.bind((4, config.state.as_deref()))?
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.try_for_each(|x| x.map(|_| ()))?;
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connection.execute(query2)
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}
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pub fn get_metadata(
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connection: &Connection,
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dataset: &str,
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) -> sqlite::Result<Option<DatasetMetadata>> {
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let query = "SELECT last_sync, game_id, game_name, state FROM datasets WHERE name = ?";
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Ok(connection
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.prepare(query)?
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.into_iter()
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.bind((1, dataset))?
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.next()
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.map(|r| {
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let r_ = r?;
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Ok(DatasetMetadata {
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last_sync: Timestamp(r_.read::<i64, _>("last_sync") as u64),
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game_id: VideogameId(r_.read::<i64, _>("game_id") as u64),
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game_name: r_.read::<&str, _>("game_name").to_owned(),
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state: r_.read::<Option<&str>, _>("state").map(String::from),
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})
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})
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.and_then(Result::ok))
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}
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pub fn update_last_sync(connection: &Connection, dataset: &str) -> sqlite::Result<()> {
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let query = "UPDATE datasets SET last_sync = :sync WHERE name = :dataset";
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let current_time = SystemTime::now()
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.duration_since(SystemTime::UNIX_EPOCH)
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.unwrap_or_else(|_| error("System time is before the Unix epoch (1970)!", 2))
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.as_secs();
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connection
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.prepare(query)?
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.into_iter()
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.bind((":sync", current_time as i64))?
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.bind((":dataset", dataset))?
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.try_for_each(|x| x.map(|_| ()))
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}
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// Database Updating
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pub fn add_players(
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connection: &Connection,
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dataset: &str,
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teams: &Teams<PlayerData>,
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) -> sqlite::Result<()> {
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let query = format!(
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r#"INSERT OR IGNORE INTO "dataset_{}_players" VALUES (?, ?, ?)"#,
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dataset
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);
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teams.iter().try_for_each(|team| {
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team.iter().try_for_each(|PlayerData { id, name, prefix }| {
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let mut statement = connection.prepare(&query)?;
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statement.bind((1, id.0 as i64))?;
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statement.bind((2, name.as_ref().map(|x| &x[..])))?;
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statement.bind((3, prefix.as_ref().map(|x| &x[..])))?;
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statement.into_iter().try_for_each(|x| x.map(|_| ()))
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})
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})
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}
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pub fn get_advantage(
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connection: &Connection,
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dataset: &str,
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player1: PlayerId,
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player2: PlayerId,
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) -> sqlite::Result<f64> {
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if player1 == player2 {
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return Ok(0.0);
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}
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let query = format!(
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r#"SELECT iif(:a > :b, -advantage, advantage) FROM "dataset_{}_network"
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WHERE player_A = min(:a, :b) AND player_B = max(:a, :b)"#,
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dataset
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);
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let mut statement = connection.prepare(&query)?;
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statement.bind((":a", player1.0 as i64))?;
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statement.bind((":b", player2.0 as i64))?;
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statement.next()?;
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statement.read::<f64, _>("advantage")
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}
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pub fn adjust_advantage(
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connection: &Connection,
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dataset: &str,
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player1: PlayerId,
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player2: PlayerId,
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adjust: f64,
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) -> sqlite::Result<()> {
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let query = format!(
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r#"UPDATE "dataset_{}_network"
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SET advantage = advantage + iif(:a > :b, -:v, :v)
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WHERE player_A = min(:a, :b) AND player_B = max(:a, :b)"#,
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dataset
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);
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let mut statement = connection.prepare(&query)?;
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statement.bind((":a", player1.0 as i64))?;
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statement.bind((":b", player2.0 as i64))?;
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statement.bind((":v", adjust))?;
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statement.into_iter().try_for_each(|x| x.map(|_| ()))
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}
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pub fn adjust_advantages(
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connection: &Connection,
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dataset: &str,
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player: PlayerId,
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adjust: f64,
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) -> sqlite::Result<()> {
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let query = format!(
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r#"UPDATE "dataset_{}_network"
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SET advantage = advantage + iif(:pl = player_A, -:v, :v)
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WHERE player_A = :pl OR player_B = :pl"#,
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dataset
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);
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let mut statement = connection.prepare(&query)?;
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statement.bind((":pl", player.0 as i64))?;
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statement.bind((":v", adjust))?;
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statement.into_iter().try_for_each(|x| x.map(|_| ()))
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}
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pub fn get_edges(
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connection: &Connection,
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dataset: &str,
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player: PlayerId,
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) -> sqlite::Result<Vec<(PlayerId, f64)>> {
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let query = format!(
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r#"SELECT iif(:pl = player_B, player_A, player_B) AS id, iif(:pl = player_B, -advantage, advantage) AS advantage
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FROM "dataset_{}_network"
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WHERE player_A = :pl OR player_B = :pl"#,
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dataset
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);
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connection
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.prepare(&query)?
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.into_iter()
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.bind((":pl", player.0 as i64))?
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.map(|r| {
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let r_ = r?;
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Ok((
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PlayerId(r_.read::<i64, _>("id") as u64),
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r_.read::<f64, _>("advantage"),
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))
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})
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.try_collect()
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}
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pub fn get_path_advantage(
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connection: &Connection,
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dataset: &str,
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players: &[PlayerId],
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) -> sqlite::Result<f64> {
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players.windows(2).try_fold(0.0, |acc, [a, b]| {
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Ok(acc + get_advantage(connection, dataset, *a, *b)?)
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})
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}
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pub fn hypothetical_advantage(
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connection: &Connection,
|
|
|
|
dataset: &str,
|
|
|
|
player1: PlayerId,
|
|
|
|
player2: PlayerId,
|
|
|
|
) -> sqlite::Result<f64> {
|
|
|
|
if player1 == player2 {
|
|
|
|
return Ok(0.0);
|
|
|
|
}
|
|
|
|
|
|
|
|
let mut paths: Vec<Vec<(Vec<PlayerId>, f64)>> = vec![vec![(vec![player1], 0.0)]];
|
|
|
|
|
|
|
|
for _ in 2..=6 {
|
|
|
|
let new_paths = paths.last().unwrap().into_iter().cloned().try_fold(
|
|
|
|
Vec::new(),
|
|
|
|
|mut acc, (path, adv)| {
|
|
|
|
acc.extend(
|
|
|
|
get_edges(connection, dataset, *path.last().unwrap())?
|
|
|
|
.into_iter()
|
|
|
|
.map(|(x, next_adv)| {
|
|
|
|
let mut path = path.clone();
|
|
|
|
path.extend_one(x);
|
|
|
|
(path, adv + next_adv)
|
|
|
|
}),
|
|
|
|
);
|
|
|
|
Ok(acc)
|
|
|
|
},
|
|
|
|
)?;
|
|
|
|
paths.extend_one(new_paths);
|
|
|
|
}
|
|
|
|
|
|
|
|
let mut shortest_len = 0;
|
|
|
|
|
|
|
|
Ok(paths[1..]
|
|
|
|
.into_iter()
|
|
|
|
.enumerate()
|
|
|
|
.map(|(i, ps)| {
|
|
|
|
let num_ps = ps.len();
|
|
|
|
if num_ps == 0 {
|
|
|
|
return 0.0;
|
|
|
|
}
|
|
|
|
if shortest_len == 0 {
|
|
|
|
shortest_len = i + 1;
|
|
|
|
}
|
|
|
|
ps.into_iter()
|
|
|
|
.filter_map(|(path, adv)| {
|
|
|
|
if *path.last().unwrap() == player2 {
|
|
|
|
Some(adv)
|
|
|
|
} else {
|
|
|
|
None
|
|
|
|
}
|
|
|
|
})
|
|
|
|
.sum::<f64>()
|
|
|
|
/ num_ps as f64
|
|
|
|
* (0.5_f64.powi((i - shortest_len) as i32))
|
|
|
|
})
|
|
|
|
.sum())
|
|
|
|
}
|