Channel Buffering in UnrealScript
In UnrealScript, we don’t have built-in channel or buffering mechanisms like in Go. However, we can simulate a similar behavior using an array with a fixed size to represent our buffered channel.
Here’s how the code works:
We define a
Message
struct to hold our string messages.We create an array
Messages
to act as our buffer, and aBufferSize
variable to limit its capacity.The
Init()
function sets up our buffered channel with a capacity of 2.The
Send()
function adds messages to our buffer if there’s space available.The
Receive()
function removes and returns messages from the buffer.The
Example()
function demonstrates how to use our buffered channel.
To use this code:
Create a new UnrealScript file named
ChannelBuffering.uc
in your project’s Classes folder.Copy the above code into the file.
Compile your project.
To run the example, you would typically call the
Example()
function from another part of your code, such as a game mode or controller.
This implementation mimics the behavior of a buffered channel in Go, allowing you to send up to two messages without immediately receiving them. Keep in mind that UnrealScript doesn’t support true concurrent programming like Go, so this is a simplified simulation of the concept.