Problem:
Score : 500 points

Problem Statement

Ken loves ken-ken-pa (Japanese version of hopscotch). Today, he will play it on a directed graph G.
G consists of N vertices numbered 1 to N, and M edges. The i-th edge points from Vertex u_i to Vertex v_i.

First, Ken stands on Vertex S. He wants to reach Vertex T by repeating ken-ken-pa. In one ken-ken-pa, he does the following exactly three times: follow an edge pointing from the vertex on which he is standing.

Determine if he can reach Vertex T by repeating ken-ken-pa. If the answer is yes, find the minimum number of ken-ken-pa needed to reach Vertex T. Note that visiting Vertex T in the middle of a ken-ken-pa does not count as reaching Vertex T by repeating ken-ken-pa.

Constraints

2 \leq N \leq 10^5

0 \leq M \leq \min(10^5, N (N-1))

1 \leq u_i, v_i \leq N(1 \leq i \leq M)

u_i \neq v_i (1 \leq i \leq M)

If i \neq j, (u_i, v_i) \neq (u_j, v_j).

1 \leq S, T \leq N

S \neq T

Input

Input is given from Standard Input in the following format:

N M
u_1 v_1
:
u_M v_M
S T

Output

If Ken cannot reach Vertex T from Vertex S by repeating ken-ken-pa, print -1.
If he can, print the minimum number of ken-ken-pa needed to reach vertex T.

Sample Input 1

4 4
1 2
2 3
3 4
4 1
1 3

Sample Output 1

2

Ken can reach Vertex 3 from Vertex 1 in two ken-ken-pa, as follows: 1 \rightarrow 2 \rightarrow 3 \rightarrow 4 in the first ken-ken-pa, then 4 \rightarrow 1 \rightarrow 2 \rightarrow 3 in the second ken-ken-pa. This is the minimum number of ken-ken-pa needed.

Sample Input 2

3 3
1 2
2 3
3 1
1 2

Sample Output 2

-1

Any number of ken-ken-pa will bring Ken back to Vertex 1, so he cannot reach Vertex 2, though he can pass through it in the middle of a ken-ken-pa.

Sample Input 3

2 0
1 2

Sample Output 3

-1

Vertex S and Vertex T may be disconnected.

Sample Input 4

6 8
1 2
2 3
3 4
4 5
5 1
1 4
1 5
4 6
1 6

Sample Output 4

2

Solution in Rust (1.15.1) (judge verdict: Accepted)

#[allow(unused_imports)]
use std::cmp;

// Input macro from https://qiita.com/tanakh/items/0ba42c7ca36cd29d0ac8
macro_rules! input {
  (source = $s:expr, $($r:tt)*) => {
    let mut iter = $s.split_whitespace();
    input_inner!{iter, $($r)*}
  };
  ($($r:tt)*) => {
    let s = {
      use std::io::Read;
      let mut s = String::new();
      std::io::stdin().read_to_string(&mut s).unwrap();
      s
    };
    let mut iter = s.split_whitespace();
    input_inner!{iter, $($r)*}
  };
}

macro_rules! input_inner {
  ($iter:expr) => {};
  ($iter:expr, ) => {};

  ($iter:expr, $var:ident : $t:tt $($r:tt)*) => {
    let $var = read_value!($iter, $t);
    input_inner!{$iter $($r)*}
  };
}

macro_rules! read_value {
  ($iter:expr, ( $($t:tt),* )) => {
    ( $(read_value!($iter, $t)),* )
  };

  ($iter:expr, [ $t:tt ; $len:expr ]) => {
    (0..$len).map(|_| read_value!($iter, $t)).collect::<Vec<_>>()
  };

  ($iter:expr, chars) => {
    read_value!($iter, String).chars().collect::<Vec<char>>()
  };

  ($iter:expr, usize1) => {
    read_value!($iter, usize) - 1
  };

  ($iter:expr, $t:ty) => {
    $iter.next().unwrap().parse::<$t>().expect("Parse error")
  };
}

use std::collections::BTreeSet;

fn main() {
  input! {
    n: usize,
    m: usize,
    es: [(usize1, usize1); m],
    s: usize1,
    t: usize1,
  }
  let mut vs = vec![vec![]; n * 3];
  for (u, v) in es.into_iter() {
    vs[u * 3].push(Edge{node: v * 3 + 1, cost: 1});
    vs[u * 3 + 1].push(Edge{node: v * 3 + 2, cost: 1});
    vs[u * 3 + 2].push(Edge{node: v * 3, cost: 1});
  }
  let sp = shortest_path(&vs, s * 3, t * 3);
  match sp {
    None => println!("-1"),
    Some(d) => println!("{}", d / 3),
  }
}

#[derive(Copy, Clone, Eq, PartialEq)]
struct State {
    cost: usize,
    position: usize,
}

// The priority queue depends on `Ord`.
// Explicitly implement the trait so the queue becomes a min-heap
// instead of a max-heap.
impl Ord for State {
    fn cmp(&self, other: &State) -> Ordering {
        // Notice that the we flip the ordering on costs.
        // In case of a tie we compare positions - this step is necessary
        // to make implementations of `PartialEq` and `Ord` consistent.
        other.cost.cmp(&self.cost)
    }
}

// `PartialOrd` needs to be implemented as well.
impl PartialOrd for State {
    fn partial_cmp(&self, other: &State) -> Option<Ordering> {
        Some(self.cmp(other))
    }
}

// Each node is represented as an `usize`, for a shorter implementation.
#[derive(Clone)]
struct Edge {
    node: usize,
    cost: usize,
}

use std::collections::BinaryHeap;
use cmp::Ordering;
use std::usize;
// Dijkstra's shortest path algorithm.

// Start at `start` and use `dist` to track the current shortest distance
// to each node. This implementation isn't memory-efficient as it may leave duplicate
// nodes in the queue. It also uses `usize::MAX` as a sentinel value,
// for a simpler implementation.
fn shortest_path(adj_list: &Vec<Vec<Edge>>, start: usize, goal: usize) -> Option<usize> {
    // dist[node] = current shortest distance from `start` to `node`
    let mut dist: Vec<_> = (0..adj_list.len()).map(|_| usize::MAX).collect();

    let mut heap = BinaryHeap::new();

    // We're at `start`, with a zero cost
    dist[start] = 0;
    heap.push(State { cost: 0, position: start });

    // Examine the frontier with lower cost nodes first (min-heap)
    while let Some(State { cost, position }) = heap.pop() {
        // Alternatively we could have continued to find all shortest paths
        if position == goal { return Some(cost); }

        // Important as we may have already found a better way
        if cost > dist[position] { continue; }

        // For each node we can reach, see if we can find a way with
        // a lower cost going through this node
        for edge in &adj_list[position] {
            let next = State { cost: cost + edge.cost, position: edge.node };

            // If so, add it to the frontier and continue
            if next.cost < dist[next.position] {
                heap.push(next);
                // Relaxation, we have now found a better way
                dist[next.position] = next.cost;
            }
        }
    }

    // Goal not reachable
    None
}