Here’s the translation of the Go rate limiting example to UnrealScript, formatted in Markdown suitable for Hugo:
Rate limiting is an important mechanism for controlling resource utilization and maintaining quality of service. UnrealScript supports rate limiting through timers and events.
In this UnrealScript example, we simulate rate limiting using timers. The ProcessRequest function is called every 200 milliseconds, processing one request at a time. This limits the rate to approximately 5 requests per second.
For the bursty rate limiter, we use the ProcessBurstyRequest function. It allows up to 3 requests to be processed immediately, then continues at the same rate of 5 requests per second.
To run this code, you would typically place it in a file named RateLimiter.uc in your UnrealScript project. The UnrealScript compiler would compile it along with your other game code.
When executed, you would see output similar to this:
Note that UnrealScript doesn’t have built-in channels or goroutines like Go does. Instead, we use UnrealScript’s event-driven programming model with timers to achieve similar functionality. The concept of rate limiting remains the same, but the implementation details differ to fit UnrealScript’s paradigms.