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:

  1. We define an AtomicCounter class that will manage our counter and threads.

  2. The Ops variable represents our counter, similar to the atomic.Uint64 in the Go example.

  3. We use an array of Thread objects to simulate Go’s goroutines.

  4. The Init function starts 50 threads, each running the IncrementCounter function.

  5. IncrementCounter increments the counter 1000 times using a hypothetical AtomicIncrement function.

  6. WaitForThreads waits for all threads to complete, similar to WaitGroup.Wait() in Go.

  7. GetOps returns 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.