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Sync And Race Across Array Elements

Module — 2 files
These files compile together (same module folder).
file_1.verse
using { /Verse.org/Simulation }

# ArrayRace will call the Function argument for each element in the Array and wait for only one of the async functions to complete, canceling all the rest.
# A divide-and-conquer concurrency algorithm that divides an array into two and races between the two subarrays.
# This is a recursive implementation, where the function calls itself to race between the divided arrays.
# The base case (the condition to stop the recursion) is the array has only one element.
# This is a generic implementation using parametric types, so you can provide your own type and your own async function as arguments.
ArrayRace(Array:[]t, Function(Element:t)<suspends>:u where t:type, u:type)<suspends>:u=
    # If more than two elements in the array, then split the array in half,
    # and race between the subarrays recursively.
    if:
        Array.Length > 1
        Mid := Floor(Array.Length / 2)
        LeftArray := Array.Slice[0, Mid]
        RightArray := Array.Slice[Mid]
    then:
        race:
            ArrayRace(LeftArray, Function)
            ArrayRace(RightArray, Function)
    else if:
        First := Array[0]
    then:
        # Grab the only element in the array and call the async function with it as the argument.
        Function(First)
    else:
        # A race with no subtasks never completes, so sleep infinitely and call Err() because we shouldn't return a value here.
        Sleep(Inf)
        Err()

# ArraySync will call the Function argument for each element in the Array and wait for all the async functions to complete.
# A divide-and-conquer concurrency algorithm that divides an array into two and syncs between the two subarrays.
# This is a recursive implementation, where the function calls itself to sync between the divided arrays.
# The base case (the condition to stop the recursion) is the array has only one element.
# This is a generic implementation using parametric types, so you can provide your own type and your own async function as arguments.
ArraySync(Array:[]t, Function(Element:t)<suspends>:u where t:type, u:type)<suspends>:[]u=
    # If more than two elements in the array, then split the array in half,
    # and sync between the subarrays recursively.
    if:
        Array.Length > 1
        Mid := Floor(Array.Length / 2)
        LeftArray := Array.Slice[0, Mid]
        RightArray := Array.Slice[Mid]
    then:
        SyncResult := sync:
            ArraySync(LeftArray, Function)
            ArraySync(RightArray, Function)

        # Return the results of the sync expressions as an array.
        SyncResult(0) + SyncResult(1)
    else if:
        First := Array[0]
    then:
        # Grab the only element in the array and call the async function with it as the argument and add the result to an array.
        array{Function(First)}
    else:
        # No element in the given Array so return an empty array.
        array{}
test_concurrency_arrays.verse
using { /Fortnite.com/Devices }
using { /Verse.org/Simulation }
using { /UnrealEngine.com/Temporary/Diagnostics }
using { /UnrealEngine.com/Temporary/SpatialMath }

# A Verse-authored creative device that can be placed in a level
test_concurrency_arrays := class(creative_device):

    @editable
    Buttons:[]button_device = array{}

    # Runs when the device is started in a running game
    OnBegin<override>()<suspends>:void=
        IndexButtonPairs := for (Index -> Button : Buttons):
            (Index, Button)

        # Wait for all buttons to be pressed by calling ArraySync.
        ArraySync(IndexButtonPairs, AwaitButtonPress)
        Print("All buttons were pressed.")

        # Loop to keep getting button presses.
        loop:
            ButtonIndex := ArrayRace(IndexButtonPairs, AwaitButtonPress)
            Print("Button #{ButtonIndex} was pressed.")
        
    # Async function that waits for the button to be pressed and returns the button's index in the array.
    AwaitButtonPress(ButtonTuple:tuple(int, button_device))<suspends>:int=
        Agent := ButtonTuple(1).InteractedWithEvent.Await()
        ButtonTuple(0)
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    📄
    Source
    Epic Games Community

    Created by a member of the Epic Games community. Rights remain with the original author, under Epic's community content terms. Terms ↗

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    Last updated Jun 23, 2026
    Verse module (2 files)
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