Rate Limiting in UnrealScript

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.

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