private IEnumerator DedicatedServerStartup() { Bootstrap bootstrap = this; Application.isLoading = (__Null)1; Bootstrap.WriteToLog("Skinnable Warmup"); yield return((object)CoroutineEx.waitForEndOfFrame); yield return((object)CoroutineEx.waitForEndOfFrame); GameManifest.LoadAssets(); Bootstrap.WriteToLog("Loading Scene"); yield return((object)CoroutineEx.waitForEndOfFrame); yield return((object)CoroutineEx.waitForEndOfFrame); Physics.set_solverIterationCount(3); QualitySettings.SetQualityLevel(0); Object.DontDestroyOnLoad((Object)((Component)bootstrap).get_gameObject()); Object.DontDestroyOnLoad((Object)GameManager.server.CreatePrefab("assets/bundled/prefabs/system/server_console.prefab", true)); bootstrap.StartupShared(); World.InitSize(ConVar.Server.worldsize); World.InitSeed(ConVar.Server.seed); World.InitSalt(ConVar.Server.salt); World.Url = ConVar.Server.levelurl; LevelManager.LoadLevel(ConVar.Server.level, true); yield return((object)CoroutineEx.waitForEndOfFrame); yield return((object)CoroutineEx.waitForEndOfFrame); yield return((object)((MonoBehaviour)bootstrap).StartCoroutine(FileSystem_Warmup.Run(0.2f, new Action <string>(Bootstrap.WriteToLog), "Asset Warmup ({0}/{1})"))); yield return((object)((MonoBehaviour)bootstrap).StartCoroutine(Bootstrap.StartServer(!CommandLine.HasSwitch("-skipload"), "", false))); if (!Object.op_Implicit((Object)Object.FindObjectOfType <Performance>())) { Object.DontDestroyOnLoad((Object)GameManager.server.CreatePrefab("assets/bundled/prefabs/system/performance.prefab", true)); } Pool.Clear(); Rust.GC.Collect(); Application.isLoading = (__Null)0; }
private IEnumerator DedicatedServerStartup() { Bootstrap bootstrap = null; Rust.Application.isLoading = true; Bootstrap.WriteToLog("Skinnable Warmup"); yield return(CoroutineEx.waitForEndOfFrame); yield return(CoroutineEx.waitForEndOfFrame); GameManifest.LoadAssets(); Bootstrap.WriteToLog("Loading Scene"); yield return(CoroutineEx.waitForEndOfFrame); yield return(CoroutineEx.waitForEndOfFrame); UnityEngine.Physics.solverIterationCount = 3; QualitySettings.SetQualityLevel(0); UnityEngine.Object.DontDestroyOnLoad(bootstrap.gameObject); UnityEngine.Object.DontDestroyOnLoad(GameManager.server.CreatePrefab("assets/bundled/prefabs/system/server_console.prefab", true)); bootstrap.StartupShared(); World.InitSize(ConVar.Server.worldsize); World.InitSeed(ConVar.Server.seed); World.InitSalt(ConVar.Server.salt); World.Url = ConVar.Server.levelurl; LevelManager.LoadLevel(ConVar.Server.level, true); yield return(CoroutineEx.waitForEndOfFrame); yield return(CoroutineEx.waitForEndOfFrame); yield return(bootstrap.StartCoroutine(FileSystem_Warmup.Run(0.2f, new Action <string>(Bootstrap.WriteToLog), "Asset Warmup ({0}/{1})"))); yield return(bootstrap.StartCoroutine(Bootstrap.StartServer(!Facepunch.CommandLine.HasSwitch("-skipload"), "", false))); if (!UnityEngine.Object.FindObjectOfType <Performance>()) { UnityEngine.Object.DontDestroyOnLoad(GameManager.server.CreatePrefab("assets/bundled/prefabs/system/performance.prefab", true)); } Facepunch.Pool.Clear(); Rust.GC.Collect(); Rust.Application.isLoading = false; }