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.
class ChannelSynchronization extends Object;
var bool bWorkerDone;
function Worker()
{
`Log("working...");
Sleep(1.0);
`Log("done");
bWorkerDone = true;
}
function Init()
{
bWorkerDone = false;
// Start the worker function in a separate thread
SetTimer(0.0, false, 'Worker');
// Wait until the worker is done
while (!bWorkerDone)
{
Sleep(0.1);
}
`Log("Main thread finished");
}
defaultproperties
{
}In this UnrealScript example:
We define a
Workerfunction that simulates some work by logging messages and usingSleepto pause execution.The
Initfunction serves as our entry point, similar to themainfunction in other languages.We use a boolean variable
bWorkerDoneto indicate when the worker has finished its task.The
SetTimerfunction is used to start theWorkerfunction 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.