Beispiel #1
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 public ulong GetMemoryUsage()
 {
     return(GameInterface.GetMemoryUsage());
 }
Beispiel #2
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        public static void Write(string data)
        {
            var channel = "script:" + ((InternalManager.GlobalManager?.ResourceName) ?? "mono");

            GameInterface.PrintLog(channel, data);
        }
Beispiel #3
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        public byte[] WalkStack(byte[] boundaryStart, byte[] boundaryEnd)
        {
            var success = GameInterface.WalkStackBoundary(m_resourceName, boundaryStart, boundaryEnd, out var blob);

            return((success) ? blob : null);
        }
 private void FreeNativeReference()
 {
     GameInterface.DeleteNativeReference(m_resource, m_instance, m_reference);
 }
 public byte[] InvokeNative(byte[] argsSerialized)
 {
     return(GameInterface.InvokeNativeReference(m_resource, m_instance, m_reference, argsSerialized));
 }
Beispiel #6
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 public static void Write(string data)
 {
     GameInterface.PrintLog(data);
     InternalManager.ScriptHost?.ScriptTrace(data);
 }
Beispiel #7
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 private static void TriggerEventInternal(string eventName, byte[] argsSerialized, bool isRemote)
 {
     GameInterface.TriggerEvent(eventName, argsSerialized, isRemote);
 }
        public override void Close()
        {
            GameInterface.CloseFile(m_handle);

            base.Close();
        }
 public override int Read(byte[] buffer, int offset, int count)
 {
     return(GameInterface.ReadFile(m_handle, buffer, offset, count));
 }
Beispiel #10
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 private byte[] InvokeResourceExport(string exportName, byte[] argsSerialized)
 {
     return(GameInterface.InvokeResourceExport(m_resourceName, exportName, argsSerialized));
 }
Beispiel #11
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 private static bool InvokeContext(ref GameInterface.NativeCallArguments arguments)
 {
     return(GameInterface.InvokeGameNative(ref arguments));
 }
Beispiel #12
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 public static void Write(string data)
 {
     GameInterface.PrintLog(data);
 }