internal void SendUnreliableMessageToSpecificParticipants(NativeRealTimeRoom room, List <MultiplayerParticipant> recipients, byte[] data) { RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendUnreliableMessage(mGameServices.AsHandle(), room.AsPointer(), (from r in recipients select r.AsPointer()).ToArray(), new UIntPtr((ulong)recipients.LongCount()), data, PInvokeUtilities.ArrayToSizeT(data)); }
internal void SendUnreliableMessageToSpecificParticipants(NativeRealTimeRoom room, List <MultiplayerParticipant> recipients, byte[] data) { RealTimeMultiplayerManager.RealTimeMultiplayerManager_SendUnreliableMessage(this.mGameServices.AsHandle(), room.AsPointer(), recipients.Select <MultiplayerParticipant, IntPtr>((Func <MultiplayerParticipant, IntPtr>)(r => r.AsPointer())).ToArray <IntPtr>(), new UIntPtr((ulong)recipients.LongCount <MultiplayerParticipant>()), data, PInvokeUtilities.ArrayToSizeT <byte>(data)); }