static StackObject *Ctor_0(ILIntepreter __intp, StackObject *__esp, IList <object> __mStack, CLRMethod __method, bool isNewObj) { CSHotFix.Runtime.Enviorment.AppDomain __domain = __intp.AppDomain; StackObject *ptr_of_this_method; StackObject *__ret = ILIntepreter.Minus(__esp, 1); ptr_of_this_method = ILIntepreter.Minus(__esp, 1); UnityEngine.Networking.QosType value = (UnityEngine.Networking.QosType) typeof(UnityEngine.Networking.QosType).CheckCLRTypes(StackObject.ToObject(ptr_of_this_method, __domain, __mStack)); __intp.Free(ptr_of_this_method); var result_of_this_method = new UnityEngine.Networking.ChannelQOS(value); return(ILIntepreter.PushObject(__ret, __mStack, result_of_this_method)); }
void SendToAllClientsInGame(GameMsg msg, int ignoreId, UnityEngine.Networking.QosType qos) { //直接打包信息,避免多次打包 int length; byte[] data = MsgPacker.Pack(msg, out length); foreach (Connection c in connDict.Values) { if (c.state == ConnState.InGame && c.connId != ignoreId) { Server.SendMessage(data, length, c.connId, qos); } } }