Recover in UnrealScript

In UnrealScript, there isn’t a direct equivalent to Go’s panic and recover mechanism. However, we can simulate similar behavior using exception handling. Here’s an example that demonstrates a concept similar to recover:

class RecoverExample extends Object;

// This function throws an exception
function MayThrowException()
{
    throw new class'Exception'("A problem occurred");
}

// Main function to demonstrate exception handling
function ExampleMain()
{
    local string ErrorMessage;

    // We use a try-catch block to handle exceptions
    try
    {
        MayThrowException();
        
        // This code will not run if MayThrowException throws an exception
        `log("After MayThrowException()");
    }
    catch(Exception E)
    {
        // This is similar to recover in Go
        ErrorMessage = "Recovered. Error:\n" $ E.Message;
        `log(ErrorMessage);
    }
}

// Default properties
defaultproperties
{
}

In this UnrealScript example, we’re using exception handling to simulate the behavior of Go’s recover function. Here’s how it works:

  1. We define a MayThrowException function that always throws an exception. This is similar to the mayPanic function in the Go example.

  2. In the ExampleMain function, we use a try-catch block. This is conceptually similar to using defer and recover in Go.

  3. We call MayThrowException inside the try block. If an exception is thrown, it will be caught by the catch block.

  4. The catch block is where we “recover” from the exception. We log a message similar to the Go example, including the error message from the exception.

  5. Any code after MayThrowException() inside the try block won’t be executed if an exception is thrown, similar to how the code after mayPanic() in the Go example doesn’t run.

To use this in an UnrealScript project, you would typically call ExampleMain from another part of your code, such as a game mode or controller.

Note that while this achieves a similar result to the Go example, the underlying mechanism is quite different. UnrealScript uses traditional exception handling, while Go’s panic and recover system is unique to Go. The concepts of throwing and catching exceptions in UnrealScript are more similar to exception handling in languages like Java or C++.