static public int Reset(IntPtr l)
 {
     try {
         GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l);
         self.Reset();
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int get_CurActionNum(IntPtr l)
 {
     try {
         GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l);
         pushValue(l, true);
         pushValue(l, self.CurActionNum);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int constructor(IntPtr l)
 {
     try {
         GameFramework.ClientConcurrentActionProcessor o;
         o = new GameFramework.ClientConcurrentActionProcessor();
         pushValue(l, true);
         pushValue(l, o);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int DequeueAction(IntPtr l)
 {
     try {
         GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l);
         var ret = self.DequeueAction();
         pushValue(l, true);
         pushValue(l, ret);
         return(2);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int HandleActions(IntPtr l)
 {
     try {
         GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l);
         System.Int32 a1;
         checkType(l, 2, out a1);
         self.HandleActions(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int QueueAction(IntPtr l)
 {
     try {
         GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l);
         GameFramework.MyAction a1;
         LuaDelegation.checkDelegate(l, 2, out a1);
         self.QueueAction(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int DebugPoolCount(IntPtr l)
 {
     try {
         GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l);
         GameFramework.MyAction <System.String>        a1;
         LuaDelegation.checkDelegate(l, 2, out a1);
         self.DebugPoolCount(a1);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }
 static public int QueueActionWithDelegation(IntPtr l)
 {
     try {
         GameFramework.ClientConcurrentActionProcessor self = (GameFramework.ClientConcurrentActionProcessor)checkSelf(l);
         System.Delegate a1;
         checkType(l, 2, out a1);
         System.Object[] a2;
         checkParams(l, 3, out a2);
         self.QueueActionWithDelegation(a1, a2);
         pushValue(l, true);
         return(1);
     }
     catch (Exception e) {
         return(error(l, e));
     }
 }