Atomic Counters in UnrealScript
class AtomicCounter extends Object;
var int Ops;
var array<Thread> Threads;
function Init()
{
local int i;
for (i = 0; i < 50; i++)
{
Threads[i] = Spawn(class'Thread');
Threads[i].StartThread(IncrementCounter);
}
}
function IncrementCounter()
{
local int c;
for (c = 0; c < 1000; c++)
{
// Atomic increment
AtomicIncrement(Ops);
}
}
function WaitForThreads()
{
local int i;
for (i = 0; i < Threads.Length; i++)
{
Threads[i].WaitForCompletion();
}
}
function int GetOps()
{
return Ops;
}
defaultproperties
{
Ops=0
}In UnrealScript, we don’t have built-in atomic operations or a direct equivalent to Go’s sync/atomic package. However, we can simulate the concept using UnrealScript’s threading system and a custom AtomicIncrement function (which would need to be implemented as a native function for true atomicity).
Here’s an explanation of the code:
We define an
AtomicCounterclass that will manage our counter and threads.The
Opsvariable represents our counter, similar to theatomic.Uint64in the Go example.We use an array of
Threadobjects to simulate Go’s goroutines.The
Initfunction starts 50 threads, each running theIncrementCounterfunction.IncrementCounterincrements the counter 1000 times using a hypotheticalAtomicIncrementfunction.WaitForThreadswaits for all threads to complete, similar toWaitGroup.Wait()in Go.GetOpsreturns the final value of the counter.
To use this class:
local AtomicCounter Counter;
Counter = new class'AtomicCounter';
Counter.Init();
Counter.WaitForThreads();
`log("ops:" @ Counter.GetOps());This code creates an AtomicCounter, initializes it (which starts the threads), waits for all threads to complete, and then logs the final counter value.
Note that UnrealScript’s threading model is different from Go’s goroutines, and true atomic operations would require native code implementation. This example provides a conceptual translation of the Go code, adapting it to UnrealScript’s capabilities and conventions.