I have one object that owns another. The owned object has a mutating method that depends on non-mutating methods of its owner. The architecture (simplified as much as possib
You'd want to compute the argument first in a form that doesn't alias self
, then pass that in. As it stands, it seems a little strange that an animal decides how much food it's going to eat by looking at every other animal... regardless, you could add a method Animal::decide_feed_amount(&self, world: &World) -> f32
. You can call that safely (&self
and &World
are both immutable, so that's OK), store the result in a variable, then pass that to Animal::feed
.
Edit to address your Edit: well, you're kinda screwed, then. Rust's borrow checker is not sophisticated enough to prove that the mutations you make to the Animal
cannot possibly interfere with any possible immutable access to the containing World
. Some things you can try:
Do a functional-style update. Make a copy of the Animal
you want to update so that it has its own lifetime, update it, then overwrite the original. If you duplicate the whole array up front, this gives you what is effectively an atomic update of the whole array.
As someone who worked on a simulator for like half a decade, I wish I'd done something like that instead of mutating updates. sigh
Change to Vec<Option<Animal>>
which will allow you to move (not copy) an Animal
out of the array, mutate it, then put it back (see std::mem::replace
). Downside is that now everything has to check to see if there's an animal in each position of the array.
Put the Animal
s inside Cell
s or RefCell
s, which will allow you to mutate them from immutable references. It does this by performing dynamic borrow checking which is infinitely slower (no checks vs. some checks), but is still "safe".
Absolute last resort: unsafe
. But really, if you do that, you're throwing all your memory safety guarantees out the window, so I wouldn't recommend it.
In summary: Rust is doing the right thing by refusing to compile what I wrote. There's no way to know at compile time that I won't invalidate the data I'm using. If I get a mutable pointer to one animal, the compiler can't know that my read-only access to the vector isn't invalidated by my mutations to that particular animal.
Because this can't be determined at compile time, we need some kind of runtime check, or we need to use unsafe operations to bypass the safety checks altogether.
RefCell
is the way to go if we want safety at the cost of runtime checks. UnsafeCell
is at least one option to solve this without the overhead, at the cost of safety of course.
I've concluded that RefCell
is preferable in most cases. The overhead should be minimal. That's especially true if we're doing anything even moderately complex with the values once we obtain them: The cost of the useful operations will dwarf the cost of RefCell
's checks. While UnsafeCell
might be a little faster, it invites us to make mistakes.
Below is an example program solving this class of problem with RefCell
. Instead of animals and feeding, I chose players, walls, and collision detection. Different scenery, same idea. This solution is generalizable to a lot of very common problems in game programming. For example:
A map composed of 2D tiles, where the render state of each tile depends on its neighbors. E.g. grass next to water needs to render a coast texture. The render state of a given tile updates when that tile or any of its neighbors changes.
An AI declares war against the player if any of the AI's allies are at war with the player.
A chunk of terrain is calculating its vertex normals, and it needs to know the vertex positions of the neighboring chunks.
Anyway, here's my example code:
use std::cell::RefCell;
struct Vector2 {x: f32, y: f32}
impl Vector2 {
fn add(&self, other: &Vector2) -> Vector2 {
Vector2 {x: self.x + other.x, y: self.y + other.y}
}
}
struct World {
players: Vec<RefCell<Player>>,
walls: Vec<Wall>
}
struct Wall;
impl Wall {
fn intersects_line_segment(&self, start: &Vector2, stop: &Vector2) -> bool {
// Pretend this actually does a computation.
false
}
}
struct Player {position: Vector2, velocity: Vector2}
impl Player {
fn collides_with_anything(&self, world: &World, start: &Vector2, stop: &Vector2) -> bool {
for wall in world.walls.iter() {
if wall.intersects_line_segment(start, stop) {
return true;
}
}
for cell in world.players.iter() {
match cell.try_borrow_mut() {
Some(player) => {
if player.intersects_line_segment(start, stop) {
return true;
}
},
// We don't want to collision detect against this player. Nor can we,
// because we've already mutably borrowed this player. So its RefCell
// will return None.
None => {}
}
}
false
}
fn intersects_line_segment(&self, start: &Vector2, stop: &Vector2) -> bool {
// Pretend this actually does a computation.
false
}
fn update_position(&mut self, world: &World) {
let new_position = self.position.add(&self.velocity);
if !Player::collides_with_anything(self, world, &self.position, &new_position) {
self.position = new_position;
}
}
}
fn main() {
let world = World {
players: vec!(
RefCell::new(
Player {
position: Vector2 { x: 0.0, y: 0.0},
velocity: Vector2 { x: 1.0, y: 1.0}
}
),
RefCell::new(
Player {
position: Vector2 { x: 1.1, y: 1.0},
velocity: Vector2 { x: 0.0, y: 0.0}
}
)
),
walls: vec!(Wall, Wall)
};
for cell in world.players.iter() {
let player = &mut cell.borrow_mut();
player.update_position(&world);
}
}
The above could be altered to use UnsafeCell
with very few changes. But again,I think RefCell
is preferable in this case and in most others.
Thanks to @DK for putting me on the right track to this solution.