static int Send(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 2) { GameFramework.SocketClient obj = (GameFramework.SocketClient)ToLua.CheckObject <GameFramework.SocketClient>(L, 1); byte[] arg0 = ToLua.CheckByteBuffer(L, 2); obj.Send(arg0); return(0); } else if (count == 3) { GameFramework.SocketClient obj = (GameFramework.SocketClient)ToLua.CheckObject <GameFramework.SocketClient>(L, 1); byte[] arg0 = ToLua.CheckByteBuffer(L, 2); int arg1 = (int)LuaDLL.luaL_checknumber(L, 3); int o = obj.Send(arg0, arg1); LuaDLL.lua_pushinteger(L, o); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: GameFramework.SocketClient.Send")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int _CreateGameFramework_SocketClient(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 0) { GameFramework.SocketClient obj = new GameFramework.SocketClient(); ToLua.PushObject(L, obj); return(1); } else if (count == 1) { int arg0 = (int)LuaDLL.luaL_checknumber(L, 1); GameFramework.SocketClient obj = new GameFramework.SocketClient(arg0); ToLua.PushObject(L, obj); return(1); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to ctor method: GameFramework.SocketClient.New")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int Connect(IntPtr L) { try { int count = LuaDLL.lua_gettop(L); if (count == 1) { GameFramework.SocketClient obj = (GameFramework.SocketClient)ToLua.CheckObject <GameFramework.SocketClient>(L, 1); obj.Connect(); return(0); } else if (count == 3) { GameFramework.SocketClient obj = (GameFramework.SocketClient)ToLua.CheckObject <GameFramework.SocketClient>(L, 1); string arg0 = ToLua.CheckString(L, 2); int arg1 = (int)LuaDLL.luaL_checknumber(L, 3); obj.Connect(arg0, arg1); return(0); } else { return(LuaDLL.luaL_throw(L, "invalid arguments to method: GameFramework.SocketClient.Connect")); } } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int Clear(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); GameFramework.SocketClient obj = (GameFramework.SocketClient)ToLua.CheckObject <GameFramework.SocketClient>(L, 1); obj.Clear(); return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }