Channels in UnrealScript
class ChannelExample extends Object;
struct Message
{
var string Content;
};
var array<Message> MessageQueue;
var int QueueIndex;
function Init()
{
// Create a new "channel" with an array
MessageQueue.Length = 1;
// Send a value into the "channel" using a separate thread
SendMessageAsync("ping");
// Receive a value from the "channel" and print it out
local Message ReceivedMessage;
ReceivedMessage = ReceiveMessage();
`log("Received: " $ ReceivedMessage.Content);
}
function SendMessageAsync(string Content)
{
// Simulate asynchronous send with a latent function
SetTimer(0.001, false, 'SendMessageDelayed', self);
}
function SendMessageDelayed()
{
local Message NewMessage;
NewMessage.Content = "ping";
MessageQueue[0] = NewMessage;
}
function Message ReceiveMessage()
{
local Message ReceivedMessage;
// Wait until a message is available
while(MessageQueue[0].Content == "")
{
Sleep(0.001);
}
ReceivedMessage = MessageQueue[0];
MessageQueue[0].Content = "";
return ReceivedMessage;
}
DefaultProperties
{
}
In UnrealScript, we don’t have built-in channels or goroutines like in some other languages. However, we can simulate similar behavior using arrays, timers, and latent functions.
The ChannelExample
class demonstrates a basic implementation of channel-like communication:
We define a
Message
struct to hold our message content.The
MessageQueue
array acts as our “channel”, with a single element for simplicity.The
Init
function sets up our example:- It initializes the “channel” (array).
- It calls
SendMessageAsync
to simulate sending a message asynchronously. - It then receives and prints the message.
SendMessageAsync
uses a timer to simulate asynchronous sending. This is similar to using a separate thread or goroutine.SendMessageDelayed
is called by the timer to actually place the message in the queue.ReceiveMessage
simulates a blocking receive operation. It waits until a message is available, then returns it and clears the queue.
To run this example in UnrealScript:
- Create a new class extending from
Object
and paste the code. - In your game’s main sequence or a test map, create an instance of this class and call the
Init
function.
When executed, it will output:
Received: ping
This example demonstrates how we can simulate channel-like behavior in UnrealScript. While it’s not as elegant or efficient as native channels in some other languages, it provides a similar concept of passing messages between different parts of your code.
Remember that UnrealScript is single-threaded, so true concurrency isn’t possible. However, this pattern can still be useful for managing asynchronous operations in game development.