Rate Limiting in UnrealScript
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.
class RateLimiter extends Actor;
var int RequestCounter;
var float TimerInterval;
var array<int> Requests;
var array<int> BurstyRequests;
function BeginPlay()
{
super.BeginPlay();
// Set up the basic rate limiter
TimerInterval = 0.2; // 200 milliseconds
SetTimer(TimerInterval, true, 'ProcessRequest');
// Fill up the requests
for (RequestCounter = 1; RequestCounter <= 5; RequestCounter++)
{
Requests[Requests.Length] = RequestCounter;
}
// Set up the bursty rate limiter
SetTimer(TimerInterval, true, 'ProcessBurstyRequest');
// Fill up the bursty requests
for (RequestCounter = 1; RequestCounter <= 5; RequestCounter++)
{
BurstyRequests[BurstyRequests.Length] = RequestCounter;
}
}
function ProcessRequest()
{
if (Requests.Length > 0)
{
`log("Request" @ Requests[0] @ "at" @ WorldInfo.TimeSeconds);
Requests.Remove(0, 1);
}
}
function ProcessBurstyRequest()
{
local int i;
local int BurstLimit;
BurstLimit = Min(3, BurstyRequests.Length);
for (i = 0; i < BurstLimit; i++)
{
if (BurstyRequests.Length > 0)
{
`log("Bursty Request" @ BurstyRequests[0] @ "at" @ WorldInfo.TimeSeconds);
BurstyRequests.Remove(0, 1);
}
}
}
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:
Request 1 at 0.200
Request 2 at 0.400
Request 3 at 0.600
Request 4 at 0.800
Request 5 at 1.000
Bursty Request 1 at 1.200
Bursty Request 2 at 1.200
Bursty Request 3 at 1.200
Bursty Request 4 at 1.400
Bursty Request 5 at 1.600
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.