Channel Synchronization in UnrealScript
Our example demonstrates how to synchronize execution across different threads in UnrealScript. We’ll use a custom event to simulate the synchronization behavior.
In this UnrealScript example:
We define a
Worker
function that simulates some work by logging messages and usingSleep
to pause execution.The
Init
function serves as our entry point, similar to themain
function in other languages.We use a boolean variable
bWorkerDone
to indicate when the worker has finished its task.The
SetTimer
function is used to start theWorker
function in a separate thread.We use a while loop in the main thread to wait until the worker is done. This simulates the blocking receive in the original example.
To run this code, you would typically place it in a script file (e.g., ChannelSynchronization.uc
) within your UnrealScript project. The Unreal Engine would then compile and execute it as part of the game or editor process.
Note that UnrealScript doesn’t have built-in channels or goroutines like some other languages. Instead, we use UnrealScript’s timer system and a boolean flag to achieve a similar synchronization effect.
If you removed the while
loop from this program, the main thread would finish before the worker had a chance to complete its task.