Non Blocking Channel Operations in UnrealScript
Our example demonstrates non-blocking operations in UnrealScript. While UnrealScript doesn’t have built-in channels or select statements like some other languages, we can simulate similar behavior using timers and event-driven programming.
class NonBlockingExample extends Actor;
var string Message;
var bool bSignal;
function BeginPlay()
{
super.BeginPlay();
// Simulate non-blocking receive
if (Message != "")
{
`Log("Received message: " $ Message);
}
else
{
`Log("No message received");
}
// Simulate non-blocking send
Message = "hi";
if (TrySendMessage(Message))
{
`Log("Sent message: " $ Message);
}
else
{
`Log("No message sent");
}
// Simulate multi-way non-blocking select
if (Message != "")
{
`Log("Received message: " $ Message);
}
else if (bSignal)
{
`Log("Received signal");
}
else
{
`Log("No activity");
}
}
function bool TrySendMessage(string Msg)
{
// Simulate a non-blocking send operation
// In this example, we always return false to simulate a failed send
return false;
}
In this UnrealScript example, we’re simulating non-blocking operations using conditional statements and a custom function.
The first block simulates a non-blocking receive by checking if the
Message
variable has a value.The second block simulates a non-blocking send using a custom
TrySendMessage
function. In this example, the function always returnsfalse
to simulate a scenario where the message can’t be sent.The third block simulates a multi-way non-blocking select by checking both the
Message
andbSignal
variables.
To run this code, you would typically place it in an UnrealScript file (e.g., NonBlockingExample.uc
) within your Unreal Engine project. The BeginPlay
function will be called automatically when an instance of this class is created in the game world.
Note that this is a simplified simulation of non-blocking operations. In a real UnrealScript scenario, you might use timers, latent functions, or event-driven programming to achieve more complex asynchronous behavior.