using System; namespace UnityEngine.Networking { // Token: 0x02000003 RID: 3 internal struct ChannelPacket { // Token: 0x0600001E RID: 30 RVA: 0x00002A98 File Offset: 0x00000C98 public ChannelPacket(int packetSize, bool isReliable) { this.m_Position = 0; this.m_Buffer = new byte[packetSize]; this.m_IsReliable = isReliable; } // Token: 0x0600001F RID: 31 RVA: 0x00002AB5 File Offset: 0x00000CB5 public void Reset() { this.m_Position = 0; } // Token: 0x06000020 RID: 32 RVA: 0x00002AC0 File Offset: 0x00000CC0 public bool IsEmpty() { return this.m_Position == 0; } // Token: 0x06000021 RID: 33 RVA: 0x00002ADE File Offset: 0x00000CDE public void Write(byte[] bytes, int numBytes) { Array.Copy(bytes, 0, this.m_Buffer, this.m_Position, numBytes); this.m_Position += numBytes; } // Token: 0x06000022 RID: 34 RVA: 0x00002B04 File Offset: 0x00000D04 public bool HasSpace(int numBytes) { return this.m_Position + numBytes <= this.m_Buffer.Length; } // Token: 0x06000023 RID: 35 RVA: 0x00002B30 File Offset: 0x00000D30 public bool SendToTransport(NetworkConnection conn, int channelId) { bool flag = true; byte b; if (!conn.TransportSend(this.m_Buffer, (int)((ushort)this.m_Position), channelId, out b)) { if (!this.m_IsReliable || b != 4) { if (LogFilter.logError) { Debug.LogError(string.Concat(new object[] { "Failed to send internal buffer channel:", channelId, " bytesToSend:", this.m_Position })); } flag = false; } } if (b != 0) { if (this.m_IsReliable && b == 4) { return false; } if (LogFilter.logError) { Debug.LogError(string.Concat(new object[] { "Send Error: ", (NetworkError)b, " channel:", channelId, " bytesToSend:", this.m_Position })); } flag = false; } this.m_Position = 0; return flag; } // Token: 0x0400001F RID: 31 private int m_Position; // Token: 0x04000020 RID: 32 private byte[] m_Buffer; // Token: 0x04000021 RID: 33 private bool m_IsReliable; } }