I have a struct that looks like this:
pub struct Game {
/// A HashSet with the players waiting to play as account strings.
lobby: HashSet<String>,
/// capacity determines how many people a match contains.
capacity: u8,
/// A vector of ongoing matches.
matches: Vec<Match>,
/// HashSet indicating for each player which match they are in.
players: HashMap<String, usize>,
}
I realised that this won't work because if there are 3 matches (0, 1, 2) and I remove 1 because it ends, the players that used to point at 2 will be pointing outside the vector or to an incorrect match.
So I thought the obvious solution was to use a reference to the match: players: HashMap<String, &Match>. But this makes lifetimes very complicated.
What's a good way to deal with a case like these where data are interrelated in the same struct?
So it would still help optimising persuasion at scale (also known as lying to people to best et them to act against their interest). Why is this a good thing again?