示例#1
0
        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));
        }
示例#2
0
    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);
            }
        }
    }