static object PerformMemberwiseClone(ref object o) { var ins = new UnityEngine.NetworkReachability(); ins = (UnityEngine.NetworkReachability)o; return(ins); }
static int IntToEnum(IntPtr L) { int arg0 = (int)LuaDLL.lua_tonumber(L, 1); UnityEngine.NetworkReachability o = (UnityEngine.NetworkReachability)arg0; ToLua.Push(L, o); return(1); }
static int GetNetworkStatus(IntPtr L) { try { ToLua.CheckArgsCount(L, 0); UnityEngine.NetworkReachability o = CommonHelper.GetNetworkStatus(); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static int GetNetState(IntPtr L) { try { ToLua.CheckArgsCount(L, 1); NativeManager obj = (NativeManager)ToLua.CheckObject(L, 1, typeof(NativeManager)); UnityEngine.NetworkReachability o = obj.GetNetState(); ToLua.Push(L, o); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e)); } }
static void WriteBackInstance(CSHotFix.Runtime.Enviorment.AppDomain __domain, StackObject *ptr_of_this_method, IList <object> __mStack, ref UnityEngine.NetworkReachability instance_of_this_method) { ptr_of_this_method = ILIntepreter.GetObjectAndResolveReference(ptr_of_this_method); switch (ptr_of_this_method->ObjectType) { case ObjectTypes.Object: { __mStack[ptr_of_this_method->Value] = instance_of_this_method; } break; case ObjectTypes.FieldReference: { var ___obj = __mStack[ptr_of_this_method->Value]; if (___obj is ILTypeInstance) { ((ILTypeInstance)___obj)[ptr_of_this_method->ValueLow] = instance_of_this_method; } else { var t = __domain.GetType(___obj.GetType()) as CLRType; t.SetFieldValue(ptr_of_this_method->ValueLow, ref ___obj, instance_of_this_method); } } break; case ObjectTypes.StaticFieldReference: { var t = __domain.GetType(ptr_of_this_method->Value); if (t is ILType) { ((ILType)t).StaticInstance[ptr_of_this_method->ValueLow] = instance_of_this_method; } else { ((CLRType)t).SetStaticFieldValue(ptr_of_this_method->ValueLow, instance_of_this_method); } } break; case ObjectTypes.ArrayReference: { var instance_of_arrayReference = __mStack[ptr_of_this_method->Value] as UnityEngine.NetworkReachability[]; instance_of_arrayReference[ptr_of_this_method->ValueLow] = instance_of_this_method; } break; } }
static int set_CurrentReachability(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); YX_APIManage obj = (YX_APIManage)o; UnityEngine.NetworkReachability arg0 = (UnityEngine.NetworkReachability)ToLua.CheckObject(L, 2, typeof(UnityEngine.NetworkReachability)); obj.CurrentReachability = arg0; return(0); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index CurrentReachability on a nil value" : e.Message)); } }
static int get_CurrentReachability(IntPtr L) { object o = null; try { o = ToLua.ToObject(L, 1); YX_APIManage obj = (YX_APIManage)o; UnityEngine.NetworkReachability ret = obj.CurrentReachability; ToLua.Push(L, ret); return(1); } catch (Exception e) { return(LuaDLL.toluaL_exception(L, e, o == null ? "attempt to index CurrentReachability on a nil value" : e.Message)); } }
//public void CheckNetState() //{ // if (socket == null) // { // return; // } // //DateTime start = DateTime.Now; // UnityEngine.NetworkReachability state = UnityEngine.Application.internetReachability; // if (state == UnityEngine.NetworkReachability.NotReachable) // { // IsNetStateChange = true; // UnityEngine.Debug.Log("IsNetStateChange = true" + state.ToString()); // } // else if (NetState != state)//处理3G 2G的情况 // { // UnityEngine.Debug.Log("IsNetStateChange = true" + state.ToString()); // IsNetStateChange = true; // } // //UnityEngine.Debug.Log("CheckTime" + DateTime.Now.Subtract(start).TotalMilliseconds ); //} /// <summary> /// 打开连接 /// </summary> public void Open() { UnityEngine.NetworkReachability state = UnityEngine.Application.internetReachability; if (state != UnityEngine.NetworkReachability.NotReachable) { _socket = new Socket(AddressFamily.InterNetwork, SocketType.Stream, ProtocolType.Tcp); try { _socket.Connect(_host, _port); } catch { //socket.Dispose(); _socket = null; throw; } _thread = new Thread(new ThreadStart(CheckReceive)); _thread.Start(); } }
static void Push(IntPtr L, UnityEngine.NetworkReachability arg) { ToLua.Push(L, arg); }