Waitgroups in UnrealScript
In this UnrealScript example, we use a Latch
to simulate the behavior of a WaitGroup. The Latch
is initialized with a count equal to the number of workers we want to run.
The Worker
function simulates an expensive task by using Sleep(1.0)
to pause execution for 1 second.
In the StartWorkers
function, we launch several workers using timers. Each worker is started with a separate timer call, which allows them to run concurrently. The Latch
is incremented before starting each worker and decremented when each worker finishes.
After starting all workers, we call WorkerLatch.Await()
to block until all workers have finished.
Note that UnrealScript doesn’t have true multithreading, so this example uses timers to simulate concurrent execution. The actual execution of workers may not be truly parallel, but will be interleaved by the game engine.
Also, error handling in UnrealScript is typically done through logging and doesn’t have a direct equivalent to the errgroup
package mentioned in the original example. You would need to implement your own error tracking mechanism if required.
To run this example, you would typically include this class in your UnrealScript project and call the StartWorkers
function from an appropriate place in your game logic.
The output might look something like this:
The order of workers starting and finishing may vary between different runs.