The function pointer is indeed a function pointer and all of the strings
and vectors are ~, but the vector type is &'static. They're meant to hold
references to card definitions, which is more efficient than passing around
the cards themselves. I tried modifying the vectors to hold ~-strings
instead, but it still didn't work.

Looks like I'll need to do more research on Send.


On Fri, Feb 14, 2014 at 3:19 PM, Kevin Ballard <[email protected]> wrote:

> Depends. If the string or the vectors are & instead of ~, that would do
> it. Also, if the element type of the vector does not fulfill Send. Oh, and
> the function pointer is a function pointer, not a closure, right?
>
> -Kevin
>
> On Feb 14, 2014, at 12:59 PM, Damien Radtke <[email protected]>
> wrote:
>
> Unfortunately, the type that maintains the state apparently doesn't
> fulfill Send, which confuses me because it's a struct that consists of a
> string, function pointer, and a few dynamically-sized vectors. Which of
> these types makes the struct as a whole violate Send?
>
>
> On Fri, Feb 14, 2014 at 2:47 PM, Kevin Ballard <[email protected]> wrote:
>
>> What if the state's fields are private, and in a different module than
>> the players, but exposes getters to query the state? Then the players can't
>> modify it, but if the component that processes the actions has visibility
>> into the state's fields, it can modify them just fine.
>>
>> -Kevin
>>
>> On Feb 14, 2014, at 12:22 PM, Damien Radtke <[email protected]>
>> wrote:
>>
>> > I'm trying to write what is essentially a card game simulator in Rust,
>> but I'm running into a bit of a roadblock with Rust's memory management.
>> The gist of what I want to accomplish is:
>> >
>> > 1. In the program's main loop, iterate over several "players" and call
>> their "play" method in turn.
>> > 2. Each "play" method should be able to send requests back to the
>> parent in order to take certain actions, who will validate that the action
>> is possible and update the player's state accordingly.
>> >
>> > The problem I'm running into is that, in order to let a player "play"
>> and have the game validate actions for them, I would need to run each
>> player in their own task, (I considered implementing it as each function
>> call indicating a request for action [e.g. by returning Some(action), or
>> None when finished] and calling it repeatedly until none are taken, but
>> this makes the implementation for each player needlessly complex) but this
>> makes for some tricky situations.
>> >
>> > My current implementation uses a DuplexStream to communicate back and
>> forth, the child sending requests to the parent and the parent sending
>> responses, but then I run into the issue of how to inform the child of
>> their current state, but don't let them modify it outside of sending action
>> requests.
>> >
>> > Ideally I'd like to be able to create an (unsafe) immutable pointer to
>> the state held by the parent as mutable, but that gives me a "values differ
>> in mutability" error. Other approaches so far have failed as well; Arcs
>> don't work because I need to have one-sided mutability; standard borrowed
>> pointers don't work because the child and parent need to access it at the
>> same time (though only the parent should be able to modify it, ensuring its
>> safety); even copying the state doesn't work because the child then needs
>> to update its local state with a new copy sent by the parent, which is also
>> prone to mutability-related errors.
>> >
>> > Any tips on how to accomplish something like this?
>> > _______________________________________________
>> > Rust-dev mailing list
>> > [email protected]
>> > https://mail.mozilla.org/listinfo/rust-dev
>>
>>
>
>
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