using System; using System.Collections.Generic; using System.Runtime.InteropServices; using Cpp2IlInjected; using UnityEngine; namespace RecRoom.Networking { // Token: 0x02000002 RID: 2 [Token(Token = "0x2000002")] [StructLayout(3)] public interface INetworkedObjectBacking { // Token: 0x17000001 RID: 1 // (get) Token: 0x06000001 RID: 1 [Token(Token = "0x17000001")] int RoundTripTime { [Token(Token = "0x6000001")] [Address(Slot = "0")] get; } // Token: 0x17000002 RID: 2 // (get) Token: 0x06000002 RID: 2 [Token(Token = "0x17000002")] int RoundTripTimeVariance { [Token(Token = "0x6000002")] [Address(Slot = "1")] get; } // Token: 0x17000003 RID: 3 // (get) Token: 0x06000003 RID: 3 [Token(Token = "0x17000003")] int PendingSentReliableCommands { [Token(Token = "0x6000003")] [Address(Slot = "2")] get; } // Token: 0x06000004 RID: 4 [Token(Token = "0x6000004")] [Address(Slot = "3")] GameObject[] BulkInstantiateSceneObjectsEx(IList requests); // Token: 0x06000005 RID: 5 [Token(Token = "0x6000005")] [Address(Slot = "4")] void BulkDestroy(IList gameObjects); // Token: 0x06000006 RID: 6 [Token(Token = "0x6000006")] [Address(Slot = "5")] void ForceSendOutgoingCommands(); // Token: 0x06000007 RID: 7 [Token(Token = "0x6000007")] [Address(Slot = "6")] void SetNetworkQueuePaused(object token, bool paused); } }