Monday, 30 January 2017 10:33
ENDLESS SPACE 2 V0.2.3 S1 ALPHA-Public (64-bit)

Click on buttons to toggle visibility. Click on STACK buttons to toggle visibility of stack traces.

10:33:32:995STACKStarting the application, version is V0.2.3 S1 ALPHA-Public (64-bit)...

Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:32:998STACKRunning 64-bit mode...

Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:32:998STACKGame directory is "C:\Users\Cory's\Documents\Endless Space 2".

Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:32:998STACK[Steam] Available game languages are 'english', current game language is 'english'.

Amplitude.Unity.Framework.Application+c__Iterator2E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:32:998STACK[Steam] Steam user id is '0x011000010e629301'.

Amplitude.Unity.Framework.Application+c__Iterator2F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:32:998STACK[Steam] Steam user name is 'Aush'.

Amplitude.Unity.Framework.Application+c__Iterator2F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:32:998STACKLoading registry file 'C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2\Registry.xml'...

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:32:999STACKRegistry file 'C:\Users\Cory's\Documents\Endless Space 2\Registry.xml' does not exist.

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:32:999STACKLoading registry file 'C:\Users\Cory's\Documents\Endless Space 2\Users\241341185\Registry.xml'...

Amplitude.Unity.Framework.Application:LoadRegistryFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistryFiles(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:LoadRegistry()
Amplitude.Unity.Framework.Application+c__Iterator26:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator29:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACKInitializing the Wwise sound engine...

Amplitude.Unity.Audio.AudioManager+c__Iterator19:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACKSound engine initialized.

Amplitude.Unity.Audio.AudioManager+c__Iterator19:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACK4 audio modules have been loaded.

Amplitude.Unity.Audio.AudioManager+c__Iterator18:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACK74 LipSync Data successfully loaded

Amplitude.Unity.Audio.LipSyncManager+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACKPlaying with 1 downloadable content(s): Collector Edition.

DownloadableContentManager+c__Iterator1C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACKHello 'Aush'!

Amplitude.Unity.Steam.SteamManager+c__Iterator89:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACKChanging display settings to 1920x1080, 59Hz...

Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
Amplitude.Unity.Video.VideoManager+c__Iterator8D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACK... switching to 1920x1080 (59) Fullscreen...

Amplitude.Unity.Video.VideoManager:ChangeDisplaySettings()
Amplitude.Unity.Video.VideoManager+c__Iterator8D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACKSetting the general quality level to '3'.

Amplitude.Unity.Video.VideoManager:set_QualityLevel(System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator8D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACK[ANGL] Loading ANGL Plugin (Version 0.2)

ANGL:Load()
ANGL+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACK[ANGL] ANGL Diagnostics binded (File::0)

ANGL:LogCallBackFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ANGL:ANGL_InitPlugin(System.Reflection.ParameterInfo)
ANGL:Load()
ANGL+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACK[ANGL] Binding DotNetCoTaskAllocator (File:F:\GIT\Space2\Research and Development\Unity Projects\Prog\ANGL\include\angl\ANGLAlloc.h:52)

ANGL:LogCallBackFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ANGL:ANGL_BindCoTaskAllocator(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ANGL:BindPluginAllocators()
ANGL:Load()
ANGL+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:247STACK[ANGL] Binding DotNetHeapAllocator (File:F:\GIT\Space2\Research and Development\Unity Projects\Prog\ANGL\include\angl\ANGLAlloc.h:96)

ANGL:LogCallBackFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ANGL:ANGL_BindHeapAllocator(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ANGL:BindPluginAllocators()
ANGL:Load()
ANGL+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:248STACK[ANGL] ANGL Options binded (File:F:\GIT\Space2\Research and Development\Unity Projects\Prog\ANGL\include\angl\ANGLOptions.h:34)

ANGL:LogCallBackFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ANGL:ANGL_BindOptionFunction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ANGL:BindPluginOptionFunction()
ANGL:Load()
ANGL+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:33:248STACK[ANGL] Bind Rendering Events

ANGLRendering:Bind()
ANGL:Load()
ANGL+c__Iterator8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:432STACKCurrent game language is 'english'.

Amplitude.Unity.Localization.LocalizationManager+c__Iterator6C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:432STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%TechnologyDefinitionScienceAndExploration2Title' was already registered for the same revision number #1.

Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Localization.LocalizationManager+c__Iterator6C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:432STACKResolution has been changed.

Amplitude.Unity.Video.VideoManager+c__Iterator8E:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:432STACKCameraManager.VideoSettingsService_ResolutionChange.

CameraManager:VideoSettingsService_ResolutionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator8E:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:432STACKResetting Camera Aspect has been changed 1.777778 -> 1.777778.

CameraManager:VideoSettingsService_ResolutionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Video.VideoManager+c__Iterator8E:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:432STACKBinding service [IGPUColorEvolutionService] with context [AllwaysActivatedCamera] with an instance of type [GPUColorEvolutionManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GPUColorEvolutionManager+c__Iterator4A3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:432STACKVideoStateManager : Device lost

VideoStateManager:LateUpdate()

10:33:35:612STACKAI folder path: C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/Public/AI/

AIManager+c__Iterator17:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:613STACKVideoStateManager : Device is no longer lost

VideoStateManager:LateUpdate()

10:33:35:778STACKError message modal is enabled.

GuiManager+c__Iterator34A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:778STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%SettingHomeSystemQualityChaoticTitle' was already registered for the same revision number #1.

Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Localization.LocalizationManager+c__Iterator6C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:778STACKThe database of type 'Amplitude.Unity.Localization.LocalizationDatatableElement' has overriden an element because its key name '%SettingHomeSystemQualityChaoticDescription' was already registered for the same revision number #1.

Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:AddElement(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Datatable`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFromFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Database`1[Amplitude.Unity.Localization.LocalizationDatatableElement]:LoadFile(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Databases:LoadDatabase(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Localization.LocalizationManager+c__Iterator6C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:927STACKThe audio manager is ready.

Amplitude.Unity.Audio.AudioManager+c__Iterator19:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:927STACKRuntime configuration is null or empty; using the default module 'Endless Space 2' as new configuration.

Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:928STACKLoading runtime module 'Endless Space 2'...

Amplitude.Unity.Runtime.Runtime+c__Iterator7B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:35:928STACKLoading runtime registry files...

Amplitude.Unity.Runtime.Plugins.RuntimeRegistryPlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:ReloadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:LoadRuntime(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application+c__Iterator2A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:36:088STACKLoading plugin files for database of type 'GalaxyGeneratorWeightTableDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:36:259STACKLoading plugin files for database of type 'Generator.Definitions.PlanetaryResourceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:36:355STACKLoading plugin files for database of type 'Generator.Definitions.PlanetTemperatureDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:36:503STACKLoading plugin files for database of type 'StarSystemNodeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:36:692STACKLoading plugin files for database of type 'SpecialNodeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:36:754STACKLoading plugin files for database of type 'NodeVisibilityConditionsDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:37:260STACKLoading plugin files for database of type 'EntityActionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:37:354STACKLoading plugin files for database of type 'DiplomaticRelationState'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:37:377STACKLoading plugin files for database of type 'DiplomaticAbilityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:37:718STACKLoading plugin files for database of type 'ForeignAffairsConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:37:743STACKLoading plugin files for database of type 'DiplomaticPressureEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:37:765STACKLoading plugin files for database of type 'WarPointsRewardDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:37:788STACKLoading plugin files for database of type 'ContractStubDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:38:957STACKLoading plugin files for database of type 'Amplitude.Unity.Simulation.SimulationDescriptor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:38:994STACKLoading plugin files for database of type 'ResourceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:026STACKLoading plugin files for database of type 'PlanetReserveDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:032STACKLoading plugin files for database of type 'PropagatedPlanetDescriptorDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:039STACKLoading plugin files for database of type 'PropagatedPlanetPropertyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:052STACKLoading plugin files for database of type 'SystemDefenseThresholdDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:089STACKLoading plugin files for database of type 'PopulationDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:119STACKLoading plugin files for database of type 'PopulationAspirationDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:134STACKLoading plugin files for database of type 'HappinessStatusSetDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:239STACKLoading plugin files for database of type 'PopulationEventDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:259STACKLoading plugin files for database of type 'PopulationPoliticalTraitDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:282STACKLoading plugin files for database of type 'PopulationStateDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:305STACKLoading plugin files for database of type 'ResourceDepositDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:339STACKLoading plugin files for database of type 'AnomalyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:567STACKLoading plugin files for database of type 'ShipDesignDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:593STACKLoading plugin files for database of type 'ShipRoleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:39:960STACKLoading plugin files for database of type 'HullDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:40:116STACKLoading plugin files for database of type 'ModuleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:40:129STACKLoading plugin files for database of type 'MedalDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:40:145STACKLoading plugin files for database of type 'RankDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:40:165STACKLoading plugin files for database of type 'RankPatternDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:40:191STACKLoading plugin files for database of type 'LevelUpRuleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:40:218STACKLoading plugin files for database of type 'ShipConditionalConstructionEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:049STACKLoading plugin files for database of type 'ConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:267STACKLoading plugin files for database of type 'IndustryConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:290STACKLoading plugin files for database of type 'AnomalyReductionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:314STACKLoading plugin files for database of type 'PlanetCuriosityExpeditionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:348STACKLoading plugin files for database of type 'RecipeIngredientDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:373STACKLoading plugin files for database of type 'RecipeSlotDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:381STACKLoading plugin files for database of type 'RecipeSpecialEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:703STACKLoading plugin files for database of type 'ScienceConstructibleElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:710STACKLoading plugin files for database of type 'TechnologyQuadrantDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:760STACKLoading plugin files for database of type 'TechnologyStageDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:808STACKLoading plugin files for database of type 'TechnologyLinkDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:898STACKLoading plugin files for database of type 'EmpireImprovementDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:900STACKLoading plugin files for database of type 'TimeBubbleDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:927STACKLoading plugin files for database of type 'CostReduction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:955STACKLoading plugin files for database of type 'ResourceConverterDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:41:966STACKLoading plugin files for database of type 'ConstructionRefundDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:42:002STACKLoading plugin files for database of type 'BailiffDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:42:018STACKLoading plugin files for database of type 'TemporaryEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:42:045STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiWindowsStackDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:42:096STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiTooltipDescription'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:239STACKLoading plugin files for database of type 'Amplitude.Unity.Gui.GuiElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:538STACKLoading plugin files for database of type 'AllianceGuiElement'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:552STACKLoading plugin files for database of type 'GuiSorter'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:565STACKLoading plugin files for database of type 'GuiResourcePropertySet'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:587STACKLoading plugin files for database of type 'EncounterPlayTrajectoryDefinitionCollection'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:594STACKLoading plugin files for database of type 'GuiHighlightDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:610STACKLoading plugin files for database of type 'PanelFeatureModuleEffectsDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:637STACKLoading plugin files for database of type 'GuiCursor'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:653STACKLoading plugin files for database of type 'MouseCursorRule'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:700STACKCursorManager.LoadMouseRules

CursorManager:LoadMouseRules()
CursorManager:Update()

10:33:44:700STACKCursorManager.LoadMouseRules success with 13 rules

CursorManager:LoadMouseRules()
CursorManager:Update()

10:33:44:700STACKLoading plugin files for database of type 'Amplitude.Unity.View.Mapping.Xml.XmlMapping'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:720STACKLoading plugin files for database of type 'Palette'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:817STACKLoading plugin files for database of type 'FactionTrait'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:823STACKLoading plugin files for database of type 'FactionTraitCategoryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:843STACKLoading plugin files for database of type 'MinorFactionPersonalityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:859STACKLoading plugin files for database of type 'PersonalityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:932STACKLoading plugin files for database of type 'Faction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:942STACKLoading plugin files for database of type 'MajorFaction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:44:952STACKLoading plugin files for database of type 'MinorFaction'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:169STACKLoading plugin files for database of type 'EncounterArenaDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:236STACKLoading plugin files for database of type 'EncounterFlotillaMatchDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:268STACKLoading plugin files for database of type 'EncounterEntityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:335STACKLoading plugin files for database of type 'EncounterPlayDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:363STACKLoading plugin files for database of type 'EncounterSequenceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:375STACKLoading plugin files for database of type 'EncounterArrivalSequenceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:403STACKLoading plugin files for database of type 'EncounterFormationDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:425STACKLoading plugin files for database of type 'EncounterTargetingRangeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:444STACKLoading plugin files for database of type 'EncounterEventToRealizationEventDictionaryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:466STACKLoading plugin files for database of type 'SalvoDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:508STACKLoading plugin files for database of type 'BattleActionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:522STACKLoading plugin files for database of type 'RealizationEventDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:45:587STACKLoading plugin files for database of type 'BattleEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:604STACKLoading plugin files for database of type 'CameraShotDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:625STACKLoading plugin files for database of type 'PoliticsDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:653STACKLoading plugin files for database of type 'GovernmentDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:705STACKLoading plugin files for database of type 'LawDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:722STACKLoading plugin files for database of type 'ElectionProcessTaskDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:737STACKLoading plugin files for database of type 'ElectionProcessDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:782STACKLoading plugin files for database of type 'SenatorInteractionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:813STACKLoading plugin files for database of type 'ElectionActionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:829STACKLoading plugin files for database of type 'PoliticsSupportStatusDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:849STACKLoading plugin files for database of type 'HeroAffinityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:863STACKLoading plugin files for database of type 'HeroClassDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:878STACKLoading plugin files for database of type 'HeroPoliticsDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:902STACKLoading plugin files for database of type 'HeroSkillTreeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:955STACKLoading plugin files for database of type 'HeroSkillDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:963STACKLoading plugin files for database of type 'HeroMasteryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:46:991STACKLoading plugin files for database of type 'HeroUnlockGaugeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:47:025STACKLoading plugin files for database of type 'ScoreProviderListDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:47:046STACKLoading plugin files for database of type 'HeroDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:50:462STACKLoading plugin files for database of type 'QuestDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:50:482STACKLoading plugin files for database of type 'QuestEffectDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:50:687STACKLoading plugin files for database of type 'QuestTriggeringProbabilityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:50:835STACKLoading plugin files for database of type 'Droplist'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:372STACKLoading plugin files for database of type 'TutorialDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:435STACKLoading plugin files for database of type 'VictoryConditionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:465STACKLoading plugin files for database of type 'GameStatisticDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:482STACKLoading plugin files for database of type 'FleetNameMappingDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:531STACKLoading plugin files for database of type 'CuriosityDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:579STACKLoading plugin files for database of type 'Amplitude.Unity.Game.Orders.OrderPolicySetup'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:641STACKLoading plugin files for database of type 'GameSettingDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:668STACKLoading plugin files for database of type 'GameSettingRestrictionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:686STACKLoading plugin files for database of type 'TradingCompanyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:700STACKLoading plugin files for database of type 'TradableCategoryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:711STACKLoading plugin files for database of type 'TradableSubCategoryDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:780STACKLoading plugin files for database of type 'TradableDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:799STACKLoading plugin files for database of type 'MarketplaceAdvertisementDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:826STACKLoading plugin files for database of type 'TradingCompanyImprovementDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:881STACKLoading plugin files for database of type 'MinorStateDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:896STACKLoading plugin files for database of type 'ImprovementListDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:905STACKLoading plugin files for database of type 'PlanetImprovementMappingDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:53:918STACKLoading plugin files for database of type 'FleetMissionDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:54:043STACKLoading plugin files for database of type 'SystemDiscoverySequenceDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:54:102STACKLoading plugin files for database of type 'Amplitude.Unity.Framework.AnimationCurve'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:54:126STACKLoading plugin files for database of type 'GroundBattleViewerConfig'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:54:142STACKLoading plugin files for database of type 'GroundBattleTroopTypeConfig'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:54:162STACKLoading plugin files for database of type 'GroundBattleUnitConfig'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:54:194STACKLoading plugin files for database of type 'GroundBattleStrategyDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:54:210STACKLoading plugin files for database of type 'ManpowerUpgradeDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:33:54:229STACKLoading plugin files for database of type 'SystemSupervisorDefinition'...

Amplitude.Unity.Runtime.Plugins.DatabasePlugin:LoadPlugin(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:089STACKSpent 18.4253057 second(s) loading the module plugins.

Amplitude.Unity.Runtime.Runtime+c__Iterator7D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:089STACKRuntime hash key = '6856F17E9CFE73C3EC91885CAD2F66BA'.

Amplitude.Unity.Runtime.Runtime+c__Iterator78:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:089STACKCannot find the GuiElement for 'ColdWarRelationDemand'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'CancelTradeAgreementDemand'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'CancelScienceAgreementDemand'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'WarRelation'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'AllianceRelation'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'BreakAlliance'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'ProposeAllianceRelation'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'ProposePeaceRelation'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'ProposeColdWarRelation'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'EmpireImprovementMovementBonus'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'EmpireImprovementFreeMovement'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiEmpireImprovement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:090STACKCannot find the GuiElement for 'TradingCompanyImprovementEfficiency1'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACKCannot find the GuiElement for 'TradingCompanyImprovementShip1'

GuiWrapper:.ctor(System.Reflection.ParameterInfo)
GuiUnlock:.ctor(System.Reflection.ParameterInfo)
GuiConstructibleElement:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildUnlocksRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACK[GuiUnlock] Could not find any GuiUnlock instance for PrivateerFleetAction (PrivateerFleetActionDefinition)

GuiWrapperProvider:GetGuiUnlock(System.Reflection.ParameterInfo)
GuiTechnology2:BuildListOfUnlockedGuiUnlocks()
GuiTechnology2:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACK[TechnologyUnlocks] Could not generate GuiUnlock for ScienceConstructibleElement+Unlockable

GuiTechnology2:BuildListOfUnlockedGuiUnlocks()
GuiTechnology2:.ctor(System.Reflection.ParameterInfo)
GuiWrapperProvider:BuildTechnologyRelatedGuiWrappers()
GuiWrapperProvider+c__Iterator36A:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapperProvider:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACK[Profiling] GuiManager.Load() - Begin

Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACK[Profiling] GuiManager.InstantiateWindows() - Begin

Amplitude.Unity.Gui.GuiManager:InstantiateWindows()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACKAnimated Portrait 'DiplomaticPortraitLipSync' has no child LipSync component

DiplomaticPortraitLipSync:Initialize()
DiplomaticPortraitLipSync:Awake()
UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo)
UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:InstantiatePrefab(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:InstantiateWindows()
Amplitude.Unity.Gui.GuiManager:InstantiateWindows()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACK[Profiling] GuiManager.InstantiateWindows() - End (7236 ms)

Amplitude.Unity.Gui.GuiManager:InstantiateWindows()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACK[Profiling] AgeManager.Init() - Begin

AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:091STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:ApplyTemplate()
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:ApplyTemplate()
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:ApplyTemplate()
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'AgePrimitiveLineIndented, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:ApplyTemplate()
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'GuiValueController, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:092STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:093STACKRebuilding the texture atlas...

AgeAtlas:Build()
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:093STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:UpdateModifier()
AgeModifierSet:UpdateModifiers()
AgeTransform:UpdateModifiers()
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeScreen:UpdateHierarchy(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:093STACK[Profiling] AgeManager.Init() - End (1334 ms)

AgeManager:Init()
Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:093STACKLoaded 120 modifier templates

Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiManager:RuntimeService_RuntimeChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager:OnRuntimeChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Runtime.RuntimeManager+c__Iterator83:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:093STACKCaching reflection information for target class 'AgePrimitiveSector, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

AgeModifierItem:GetPropertyValue()
AgeModifierItem:GetTargetValue()
AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeControl:NotifyChange(System.Reflection.ParameterInfo)
AgeControlButton:OnResetInteraction()
AgeControl:Init()
AgeControl:Start()

10:34:03:093STACKCaching reflection information for target class 'AgePrimitiveLabel, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

AgeModifierItem:GetPropertyValue()
AgeModifierItem:GetTargetValue()
AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeControl:NotifyChange(System.Reflection.ParameterInfo)
AgeControlButton:OnResetInteraction()
AgeControl:Init()
AgeControl:Start()

10:34:03:093STACKCaching reflection information for target class 'AgeTransform, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

AgeModifierItem:GetPropertyValue()
AgeModifierItem:GetTargetValue()
AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeControl:NotifyChange(System.Reflection.ParameterInfo)
AgeControlButton:OnResetInteraction()
AgeControl:Init()
AgeControl:Start()

10:34:03:093STACKCaching reflection information for target class 'AgePrimitiveImage, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

AgeModifierItem:GetPropertyValue()
AgeModifierItem:GetTargetValue()
AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeControl:NotifyChange(System.Reflection.ParameterInfo)
AgeControlButton:OnResetInteraction()
AgeControl:Init()
AgeControl:Start()

10:34:03:111STACKRuntimeState_OutGame.Begin()

RuntimeState:Begin(System.Reflection.ParameterInfo)
RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:03:111STACKLoading the outgame view...

OutGameView+c__Iterator4F7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OutGameView:LoadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:03:116STACK[Profiling] GuiManager.Load() - End (8707 ms)

Amplitude.Unity.Gui.GuiManager+c__Iterator5C:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:116STACK[Profiling] GuiManager.LoadGuiWindows() - Begin

Amplitude.Unity.Gui.GuiManager+c__Iterator60:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:03:910STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()

10:34:03:910STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()

10:34:03:910STACKInitializing GalaxyViewTechniqueLoaderComponent technique...

GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

10:34:03:910STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...

GalaxyViewTechnique+c__Iterator4E4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

10:34:04:932STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LodServiceImplementation:Load()
LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

10:34:04:932STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

10:34:04:968STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager+c__Iterator4AB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:04:968STACKBinding service [ICircleRendererService] with context [Battle] with an instance of type [CircleRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CircleRendererManager+c__Iterator493:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:04:968STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited

GalaxyViewTechnique+c__Iterator4E4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:04:968STACKLoading the GalaxyViewTechniqueLoaderComponent technique...

GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:04:968STACKIn Technique Battle, Load

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:04:968STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:04:968STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0.0035009 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:04:968STACKIn Technique Battle, load rendering technique ancillaries CircleRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:04:968STACKIn Technique Battle, the ancillary service 'CircleRendererManager' has been loaded (in 0.0019999 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:04:968STACKIn HxTechnique - Outgame(Clone) disabling default global shader keyword DEFAULT_RENDERER (push)

GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
GalaxyViewTechnique:PushInsideShaderKeyword()
GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:13:975STACK[Profiling] GuiManager.LoadGuiWindows() - End (9451 ms)

Amplitude.Unity.Gui.GuiManager+c__Iterator60:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:13:975STACKRebuilding the texture atlas...

AgeAtlas:Build()
AgeManager:SwitchHighDefinition(System.Reflection.ParameterInfo)
GuiManager+c__Iterator34B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:27:854STACKLoading file 'C:\Users\Cory's\Documents\Endless Space 2\Save Files\Cravers.zip'

GameManager:LoadGame(System.Reflection.ParameterInfo)
LoadSaveModalWindow+c__Iterator3A3:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:27:983STACKRuntimeState_Lobby.Begin()

RuntimeState:Begin(System.Reflection.ParameterInfo)
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:983STACKThe session has been created; opening the session in 'Single' mode (default)...

RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:984STACKOnSessionChange: Opening.

Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:984STACKThe session has been opened.

RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:984STACK[DownloadableContent] DownloadableContentSharing.SharedByClient, bitfield = 0

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:984STACK[DownloadableContent] DownloadableContentSharing.SharedByServer is null.

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:984STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:984STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:984STACK[ChatMessage] RECV: l:/sbs/0 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:984STACK[ChatMessage] RECV: l:/_turn/32 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:985STACK[ChatMessage] RECV: l:/sessionname/Aush's game (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:985STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:985STACK[ChatMessage] RECV: l:/owner/0 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:985STACK[ChatMessage] RECV: l:/version/8590131201 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:985STACK[ChatMessage] RECV: l:/versionlabel/ALPHA-Public (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:985STACK[ChatMessage] RECV: l:/sbs/0 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:985STACK[ChatMessage] RECV: l:/allowcustomfactions/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:985STACK[ILobbySlotProvider] RefreshLobbySlotCount(4)

Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnNumberOfSlotsChanged(System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:986STACK[ChatMessage] RECV: l:/competitorcount/4 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:986STACK[ChatMessage] RECV: l:/gamespeed/Fast (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:986STACK[ChatMessage] RECV: l:/gamedifficulty/Easy (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:986STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:986STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:986STACK[ChatMessage] RECV: l:/metaplotprobability/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:986STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:987STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:987STACK[ChatMessage] RECV: l:/endturntimer/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:987STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:987STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:987STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:987STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:987STACK[ChatMessage] RECV: l:/overtimemode/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:987STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:987STACK[ChatMessage] RECV: l:/globaltimer/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:988STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:988STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:988STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:988STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:988STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:988STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:988STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:988STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:988STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:989STACK[ChatMessage] RECV: l:/score/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:989STACK[ChatMessage] RECV: l:/military/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:989STACK[ChatMessage] RECV: l:/supremacy/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:989STACK[ChatMessage] RECV: l:/conquest/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:989STACK[ChatMessage] RECV: l:/science/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:989STACK[ChatMessage] RECV: l:/economy/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:989STACK[ChatMessage] RECV: l:/wonder/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:989STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:989STACK[ChatMessage] RECV: l:/tutorialmode/None (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:990STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:990STACK[ChatMessage] RECV: l:/galaxyshape/Spiral4 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:990STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:990STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:990STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:990STACK[ChatMessage] RECV: l:/galaxyage/Young (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:990STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:990STACK[ChatMessage] RECV: l:/constellationquantity/Many (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:990STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:991STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:991STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:991STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:991STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:991STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:991STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:991STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:991STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:991STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:992STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:992STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:992STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:992STACK[ChatMessage] RECV: l:/runtimehash/6856F17E9CFE73C3EC91885CAD2F66BA (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:992STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:992STACK[ChatMessage] RECV: l:/owner/0 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:992STACK[ChatMessage] RECV: l:/version/8590131201 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:992STACK[ChatMessage] RECV: l:/versionlabel/ALPHA-Public (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACK[ChatMessage] RECV: l:/_issavedgame/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACK[ILobbySlotProvider] RefreshLobbySlotCount(4)

Session:ILobbySlotController.RefreshLobbySlotCount(System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionCravers","Color":2,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198201606913,"ReservedSteamID":76561198201606913}} (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:AttributeSlotToUser(System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionOpened()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:Session_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnSessionChange(System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACKOnSessionChange: Opened.

Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Session:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:Open(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACK[ChatMessage] RECV: l:/runtimehash/6856F17E9CFE73C3EC91885CAD2F66BA (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (GameSaveDescriptor).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (clients).

RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACK[ChatMessage] RECV: l:/sbs/0 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:RefreshDownlodableContentSharing(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:OnSessionCreated()
RuntimeState_Lobby:SessionService_SessionChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:OnSessionChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.SessionManager:CreateSession()
RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Amplitude.Unity.Runtime.RuntimeManager:Update()

10:34:27:993STACKSessionState_Opened

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_Opened:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:27:993STACKSessionState_OpenedAndReady

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:27:994STACK[ChatMessage] RECV: q:/ready/0/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:27:994STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionCravers","Color":2,"IsLocked":false,"TeamIndex":0,"IsReady":true,"OvertimeGameTimer":0.0,"SteamID":76561198201606913,"ReservedSteamID":76561198201606913}} (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
RuntimeState_Lobby:ReplicateLobbySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:TryReadySlot(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:079STACKSessionState_OpenedAndCounting

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_OpenedAndCounting:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:296STACKSessionState_OpenedAndLaunching

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:296STACK[ChatMessage] RECV: q:/ready/0/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:296STACK[ChatMessage] RECV: r:/0x011000010e629301/q:/ready/0/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Session:SetLocalMemberReady(System.Reflection.ParameterInfo)
SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:296STACKLaunchAsync()

SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:343STACKLaunching the game server...

Session:IGameServerLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:343STACKGameServerState_InitializeServer

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_InitializeServer:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:344STACKGameServerState_LaunchGame

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_LaunchGame:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:395STACKWaiting for the ignition of all game ancillaries...

Amplitude.Unity.Game.Game+c__Iterator52:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:28:395STACKLaunching the game client...

Session:IGameClientLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:395STACK[IEndTurnService] RegisterCanExecuteValidator | Registered Method 'GameClient.CanExecuteEndTurn'.

GameManager:RegisterCanExecuteValidator(System.Reflection.ParameterInfo)
GameClient:.ctor(System.Reflection.ParameterInfo)
Session:IGameClientLauncher.Launch()
SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext()
Amplitude.Coroutine:Run()
SessionState_OpenedAndLaunching:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:395STACKGameClientState_WaitingForServer

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_WaitingForServer:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:395STACKGameClientState_ConnectingToServer

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_ConnectingToServer:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:452STACK[IEndTurnService] RegisterValidator | Registered Method 'GuiNotificationManager.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
GuiNotificationManager+c__Iterator350:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:28:452STACKSessionState_OpenedAndLaunched

SessionState:Begin(System.Reflection.ParameterInfo)
SessionState_OpenedAndLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:452STACKInitiate connection to server with steamIDRemote: 0x11000010e629301, steamIDUser: 0x11000010e629301.

GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:452STACKGot initiate connection response from server.

GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:28:452STACKEmpire index unset. Retrieved #0 from lobby slot.

GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:30:803STACKAll game ancillaries have been ignited.

Amplitude.Unity.Game.Game+c__Iterator52:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:803STACKLoading from archive 'C:\Users\Cory's\Documents\Endless Space 2\Save Files\Cravers.zip'...

GameManager+c__Iterator325:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:803STACK[ChatMessage] RECV: l:/_turn/32 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameManager+c__Iterator325:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:803STACKUsing path to archive: 'C:\Users\Cory's\Documents\Endless Space 2\Save Files\Cravers.zip'

GameManager+c__Iterator325:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:803STACKLoading my game...

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:803STACK[ChatMessage] RECV: l:/_turn/32 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:803STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:803STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:804STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:804STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:804STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__Iterator1BD:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:804STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:804STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:804STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:804STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:805STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__Iterator1BD:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:805STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:805STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:805STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:805STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:805STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__Iterator1BD:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:805STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:805STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:805STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__Iterator1BD:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MajorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:806STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:807STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:808STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:809STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:810STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:810STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:810STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:810STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:810STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:810STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:810STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:810STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfScience+c__Iterator204:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MinorEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__Iterator1BD:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LesserEmpire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D8:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator23B:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfTheTreasury+c__Iterator249:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'

GameManager:RegisterValidator(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__Iterator1BD:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Amplitude.Unity.Game.Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Empire:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.Serializer:SerializeSubElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:811STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:812STACKSuccessfully connected to SteamGameServer.

GameClientState_ConnectingToServer:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:30:838STACKThe game ancillary (type of: GuiNotificationManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:838STACKGameClientState_ConnectedToServer

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:30:838STACKGameClientState_ConnectedToServer.

GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:30:838STACKGameClientState_LaunchGame

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:30:838STACKDumping method set to 'Text'.

GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:30:838STACKWaiting for the game server to launch the game...

GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:30:875STACKThe pathfinding service is ready.

PathfindingManager+c__IteratorDA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:875STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0025 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:875STACKEmpire index unset. Retrieved #0 from lobby slot.

GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:30:875STACKEmpire index unset. Retrieved #0 from lobby slot.

GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:30:928STACKThe game ancillary (type of: PositioningService) has been loaded (in 0.0005001 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:30:996STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.0015023 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:098STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0.0005001 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:148STACKThe game ancillary (type of: ShipDesignRepository) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:211STACKThe game ancillary (type of: ConstructibleRepository) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:270STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0.0004995 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:329STACKThe game ancillary (type of: ColonizedStarSystemRepository) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:387STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0.0034971 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:447STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:507STACKThe game ancillary (type of: QuestManager) has been loaded (in 0.0024997 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:564STACKThe game ancillary (type of: DiplomaticAlliancesManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:623STACKThe game ancillary (type of: DiplomaticContractsManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:682STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:743STACKThe game ancillary (type of: TradingCompanyRepository) has been loaded (in 0.0005015 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:805STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:867STACKThe game ancillary (type of: DiplomaticWarManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:920STACKThe game ancillary (type of: Marketplace) has been loaded (in 0.0029967 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:31:978STACKThe game ancillary (type of: MinorManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:32:038STACKThe game ancillary (type of: FleetMissionManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:32:100STACKThe game ancillary (type of: GroundBattleRepository) has been loaded (in 0.0005011 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:32:155STACKThe game ancillary (type of: ServerGroundBattleRepository) has been loaded (in 0.0005005 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:32:215STACKThe game ancillary (type of: NodesVisibilityManager) has been loaded (in 0.0004998 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:32:274STACKThe game ancillary (type of: EternalImprovementManager) has been loaded (in 0 second(s)).

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:720STACKFog of war texture format: RGB24.

VisibilityController:LoadFogOfWar(System.Reflection.ParameterInfo)
VisibilityController+c__Iterator149:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:720STACKThe colonized planet 'ColonizedPlanet#636' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:720STACKThe colonized planet 'ColonizedPlanet#639' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:720STACKThe colonized planet 'ColonizedPlanet#642' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#1861' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#645' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#648' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#651' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#654' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#657' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#660' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#663' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#666' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#669' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#672' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#675' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#678' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:721STACKThe colonized planet 'ColonizedPlanet#681' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#1095' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#1127' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#1154' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#1288' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#1399' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#2016' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#2262' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#1584' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#1595' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#1659' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACKThe colonized planet 'ColonizedPlanet#1836' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
ColonizedStarSystem:LoadPlanets()
ColonizedStarSystem:Load()
ColonizedStarSystemRepository+c__Iterator8E:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACK[Game] Empire#0 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:722STACK[Game] Empire#1 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] Empire#2 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] Empire#3 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#0 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#1 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#2 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#3 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#4 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#5 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#6 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#7 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#8 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#9 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#10 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] MinorEmpire#11 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] LesserEmpire#0 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACK[Game] PirateEmpire#0 loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACKGame has been loaded.

Game+c__Iterator321:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'Aush's game'

GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo)
QuestManager+c__Iterator138:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:723STACKGame created.

GameServerState_LaunchGame:GameService_CreateGameComplete(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnCreateGameComplete(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACKLoad AI 'AI0'.

AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACKLoad AI plugin: C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/Public/AI/Amplitude.AI.Core.dll

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACKAI app domain created

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACKAI module 'OpBot' has been loaded.

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACKAI module 'Communication' has been loaded.

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACKAI module 'Debug' has been loaded.

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACKAI module 'Diagnostics' has been loaded.

AIModuleController:LoadAIAssembly(System.Reflection.ParameterInfo)
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACKInitialize AI modules communication interfaces.

AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACKInitialize AI modules.

AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:724STACK[AI0] Initialization of AIModule_OpBot

Amplitude.AI.Core.Modules.AIModule_OpBot:Initialize()
Amplitude.AI.Common.IO.ModuleProxy:Initialize()
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:725STACK[AI0] Initializing of AIScheduler

Amplitude.AI.Core.AIScheduler:Initialize()
Amplitude.AI.Core.Modules.AIModule_OpBot:Initialize()
Amplitude.AI.Common.IO.ModuleProxy:Initialize()
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:725STACK[AI0] Initialization of Communication module.

Amplitude.AI.Core.Modules.Communication:Initialize()
Amplitude.AI.Common.IO.ModuleProxy:Initialize()
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:725STACK[AI0] Initialization of Diagnostics module.

Amplitude.AI.Core.Modules.Diagnostics:Initialize()
Amplitude.AI.Common.IO.ModuleProxy:Initialize()
AIModuleController:Initialize(System.Reflection.ParameterInfo)
AI:Load(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AIManager:LoadAI(System.Reflection.ParameterInfo)
AIManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:725STACK[Profiling] GuiManager.OnGameCreated() - Begin

Amplitude.Unity.Gui.GuiManager+c__Iterator5F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:725STACKThe game interface (GameServer) has recieved the game change notification: 'Created'.

GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:725STACKThe game interface (GameClient) has recieved the game change notification: 'Created'.

GameInterface:GameService_GameChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager:OnGameChange(System.Reflection.ParameterInfo)
GameManager:OnGameChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.GameManager+c__Iterator55:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:36:725STACKGameServerState_GameLaunchedAndReady

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:725STACKGameClientState_GameLaunched

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:725STACKChanging the active player controller from 'null' to 'Empire#0'.

PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:725STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade17Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade17'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:726STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade19Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade19'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:726STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade20Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade20'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:726STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade21Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade21'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:726STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade21Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade21Vampirilis'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:726STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTrade22Small' not found for GuiElement 'TechnologyDefinitionEconomyAndTrade22'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:727STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEconomyAndTradeVictorySmall' not found for GuiElement 'TechnologyDefinitionEconomyAndTradeVictory'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:727STACKMissing translation for %HullSmall01BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:727STACKMissing translation for %HullSmall02BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:727STACKMissing translation for %HullMedium01BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:727STACKMissing translation for %HullMedium02BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:728STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentGeneHunter1Small' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentGeneHunter1'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:728STACKMissing translation for %HullLarge01BalancingTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:728STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopment13mall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopment13'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:728STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentVictorySmall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentVictory'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:728STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionEmpireDevelopmentVictorySmall' not found for GuiElement 'TechnologyDefinitionEmpireDevelopmentWonderVictory'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:729STACKMissing translation for %EmpireImprovementArmyCap5Title

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:729STACKMissing translation for %EmpireImprovementArmyCap6Title

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:729STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionMilitaryVictorySmall' not found for GuiElement 'TechnologyDefinitionMilitaryVictory'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:729STACKMissing translation for %EmpireImprovementGasImprovementTitle

GuiWrapper:get_Title()
UnlockableItem:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindTechnologyUnlock(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyItem2:BindUnlocks()
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:729STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionScienceAndExplorationVictorySmall' not found for GuiElement 'TechnologyDefinitionScienceAndExplorationVictory'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:730STACKTexture 'Bitmaps/Atlased/Technologies/TechnologyDefinitionFreeMoveUE01Small' not found for GuiElement 'TechnologyDefinitionQuestUnitedEmpire12'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTechnology2:GetImage(System.Reflection.ParameterInfo)
TechnologyItem2:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyItem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologies()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:730STACKCaching reflection information for target class 'TechnologyLinkSpark, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
TechnologyScreen:BindTechnologyLinks()
TechnologyScreen:BindInspectedEmpire()
TechnologyScreen:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:730STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:730STACKThe property InfantryMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:731STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:731STACKThe property TankMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:731STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:731STACKThe property PlaneMaxHealth doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgrade:FillEffects()
GroundTroopUpgrade:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundTroopUpgradeList:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementLine:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:BindEmpire(System.Reflection.ParameterInfo)
GroundTroopManagementModalWindow:OnPlayerEmpireChanged(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Extensions.GameObjectExtension:SendMessageNullable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiPlayerEmpireChangeNotifier:set_PlayerEmpire(System.Reflection.ParameterInfo)
GuiManager:PlayerControllerRepository_ActivePlayerControllerChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlayerControllerRepository:SetActivePlayerController(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:732STACK[PlayerRepository] Player 'Aush' has been registered (Graphical/Local) on Empire #0.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:732STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:732STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:36:732STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClientState_GameLaunched:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:38:014STACKBinding service [CameraPreRenderHookHandler] with context [Default] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
OutGameView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:015STACKBinding service [CameraPreRenderHookHandler] with context [GalaxyScanView] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
OutGameView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.View:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:015STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Unload()
CameraPreRenderHookHandler:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:015STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Unload()
CameraPreRenderHookHandler:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:015STACKReleasing the current world view technique...

GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:015STACKIn technique Battle, unloading ancillaries.

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:015STACKIn Technique Battle, unloading ancillary CircleRendererManager

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:015STACKUnbinding service [ICircleRendererService] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CircleRendererManager:UnbindServices(System.Reflection.ParameterInfo)
GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:016STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:016STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
PlanetoidRendererManager:UnbindServices(System.Reflection.ParameterInfo)
GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:016STACKIn Technique Battle, ancillaries unloaded.

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:016STACKIn HxTechnique - Outgame(Clone) enabling default global shader keyword DEFAULT_RENDERER (pop)

GalaxyViewTechnique:PopShaderKeyword(System.Reflection.ParameterInfo)
GalaxyViewTechnique:PopInsideShaderKeyword()
GalaxyViewTechnique:Unload()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:016STACKReleasing Technique Battle

GalaxyViewTechnique:Release()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:016STACKTechnique Battle released

GalaxyViewTechnique:Release()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:016STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:016STACKUnbinding service [ILodService] with context [Default]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LodServiceImplementation:Unload()
HxFxSystemComponentLodManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.SceneManagement.SceneManager:UnloadSceneNameIndexInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.SceneManagement.SceneManager:UnloadScene(System.Reflection.ParameterInfo)
OutGameView:UnloadScene()
OutGameView:Activate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:ActivateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager:Update()

10:34:38:042STACKAudio receiver #0 has been initialized.

Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:38:939STACKInitializing the render view technique...

GalaxyView+c__Iterator4E2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator96:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:38:939STACKIn Technique Default, Waiting for the ignition of all galaxy view technique ancillaries...

GalaxyViewTechnique+c__Iterator4E4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyView:ReloadCurrentGalaxyViewTechnique(System.Reflection.ParameterInfo)
GalaxyView:Focus(System.Reflection.ParameterInfo)
Amplitude.Unity.View.ViewManager+c__Iterator96:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:38:939STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:939STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:939STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:939STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:939STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:940STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:940STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:940STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:940STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:940STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LodServiceImplementation:Load()
LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:940STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:940STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewBattleRenderer+c__Iterator4F5:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:Start()

10:34:38:971STACKBinding service [IInstancingRendererService] with context [Default] with an instance of type [InstancingRenderer]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
InstancingRenderer+c__Iterator488:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:38:972STACKBinding service [ICircleRendererService] with context [Default] with an instance of type [CircleRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CircleRendererManager+c__Iterator493:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:38:972STACKBinding service [IPlanetoidRendererService] with context [Default] with an instance of type [PlanetoidRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager+c__Iterator4AB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:38:972STACKBinding service [IQuadRendererService] with context [Default] with an instance of type [QuadRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuadRendererManager+c__Iterator4B1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:38:972STACKBinding service [IPlanetoidRendererService] with context [Battle] with an instance of type [PlanetoidRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager+c__Iterator4AB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:38:972STACKBinding service [IQuadRendererService] with context [GalaxyScanView] with an instance of type [QuadRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuadRendererManager+c__Iterator4B1:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:540STACKAudio receiver #1 has been initialized.

Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:540STACKIn Technique Default, all galaxy view technique ancillaries have been ignited

GalaxyViewTechnique+c__Iterator4E4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:540STACKLoading the render view technique...

GalaxyView+c__Iterator4E2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:540STACKIn Technique Default, Load

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:540STACKIn Technique Default, load rendering technique ancillaries InstancingRenderer

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:540STACKIn Technique Default, the ancillary service 'InstancingRenderer' has been loaded (in 0.0120019 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:540STACKIn Technique Default, load rendering technique ancillaries CircleRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:540STACKIn Technique Default, the ancillary service 'CircleRendererManager' has been loaded (in 0.0010006 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, load rendering technique ancillaries LineRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, the ancillary service 'LineRendererManager' has been loaded (in 0.0035038 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, load rendering technique ancillaries CurvedLineRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, the ancillary service 'CurvedLineRendererManager' has been loaded (in 0.0005005 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0139979 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, load rendering technique ancillaries DiskRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0120016 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, load rendering technique ancillaries DiskRendererManagerDispatcher

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, the ancillary service 'DiskRendererManagerDispatcher' has been loaded (in 0.0015004 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, load rendering technique ancillaries FOWRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, the ancillary service 'FOWRendererManager' has been loaded (in 0.4810605 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, load rendering technique ancillaries ProbeLaunchingRenderer

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, the ancillary service 'ProbeLaunchingRenderer' has been loaded (in 0.0010006 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:39:541STACKIn Technique Default, load rendering technique ancillaries DashRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:40:237STACKIn Technique Default, the ancillary service 'DashRendererManager' has been loaded (in 0.0405046 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:40:237STACKIn Technique Default, load rendering technique ancillaries EncodedMeshInTextureManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:40:237STACKCaching reflection information for target class 'AgePrimitiveArc, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: GetPropertyInfo).

AgeModifierItem:GetPropertyValue()
AgeModifierItem:GetTargetValue()
AgeModifierItem:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeModifierSet:OnUpdateInteraction(System.Reflection.ParameterInfo)
AgeControl:NotifyChange(System.Reflection.ParameterInfo)
AgeControlButton:OnResetInteraction()
AgeControl:Init()
AgeControl:Start()

10:34:40:248STACKIn Technique Default, the ancillary service 'EncodedMeshInTextureManager' has been loaded (in 0.6950875 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:40:248STACKIn Technique Default, load rendering technique ancillaries PastEncounterRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACKIn Technique Default, the ancillary service 'PastEncounterRendererManager' has been loaded (in 0.0115021 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityFactory

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName50'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName56'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName49'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName13'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName19'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName45'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName35'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName75'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName7'

GalaxyConstellation+c__Iterator4D9:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACKIn Technique Default, the ancillary service 'GalaxyEntityFactory' has been loaded (in 4.2025252 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityMapping

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACKIn Technique Default, the ancillary service 'GalaxyEntityMapping' has been loaded (in 0.0005001 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACKIn Technique Default, load rendering technique ancillaries GalaxyEntityCulling

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACKIn Technique Default, the ancillary service 'GalaxyEntityCulling' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:582STACKIn Technique Default, load rendering technique ancillaries GalaxyLayerController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'GalaxyLayerController' has been loaded (in 0.0005002 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries PrimitiveMaskComputer

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKBinding service [IPrimitiveMaskFilterService] with context [Default] with an instance of type [PrimitiveMaskComputer]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PrimitiveMaskComputer+c__Iterator4AD:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'PrimitiveMaskComputer' has been loaded (in 0.0005001 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0.001 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries LayerDependantMouseKeyController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'LayerDependantMouseKeyController' has been loaded (in 0.0010019 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries PathRenderer

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKStill waiting for service [ICurvedLineRendererService]

PathRenderer+c__Iterator4AA:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'PathRenderer' has been loaded (in 0.000999 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries GalaxyPositioning

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, the ancillary service 'GalaxyPositioning' has been loaded (in 0.0005001 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:583STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, load rendering technique ancillaries LayerDependantShaderValueController

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, load rendering technique ancillaries RenderStatisticsService

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, the ancillary service 'RenderStatisticsService' has been loaded (in 0.0005002 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, load rendering technique ancillaries VisibleDockingSlotRepository

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, the ancillary service 'VisibleDockingSlotRepository' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyFleetRepository

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, the ancillary service 'VisibleGalaxyFleetRepository' has been loaded (in 0.0014998 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, load rendering technique ancillaries VisibleGalaxyHangarRepository

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, the ancillary service 'VisibleGalaxyHangarRepository' has been loaded (in 0.0004998 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, load rendering technique ancillaries AtlasManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, the ancillary service 'AtlasManager' has been loaded (in 0.0295033 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:584STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0.0009999 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, load rendering technique ancillaries GuiSelectedGarrisonsRepository

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, the ancillary service 'GuiSelectedGarrisonsRepository' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, load rendering technique ancillaries TradeRouteRenderer

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, the ancillary service 'TradeRouteRenderer' has been loaded (in 0.0025007 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, load rendering technique ancillaries FIDSIRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKBinding service [IFIDSIRendererService] with context [Default] with an instance of type [FIDSIRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
FIDSIRendererManager+c__Iterator49F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, the ancillary service 'FIDSIRendererManager' has been loaded (in 0.0015 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, load rendering technique ancillaries PlanetoidRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, load rendering technique ancillaries QuadRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0.0005024 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn HxTechnique(Clone) disabling default global shader keyword DEFAULT_RENDERER (push)

GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
GalaxyViewTechnique:PushInsideShaderKeyword()
GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKIn HxTechnique(Clone) enabling global shader keyword INGAME_RENDERER (push)

GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
GalaxyViewTechnique:PushInsideShaderKeyword()
GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:46:585STACKGameClientState_GameLaunchedAndReady

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_GameLaunchedAndReady:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:46:857STACKAudio bank 'G_Soundscape_A' has been loaded.

Amplitude.Unity.Audio.AudioBankLoader:OnTrigger(System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioBaseComponent+c__Iterator1C:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:47:022STACK[ChatMessage] RECV: l:/_launching/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:47:023STACK[ChatMessage] RECV: l:/_gameinprogress/True (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:set_GameInProgress(System.Reflection.ParameterInfo)
GameServerState_GameLaunchedAndReady:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:47:023STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:47:231STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:51:524STACK[AI0] AI player state change from Deactivated to Deactivated for empire MajorEmpireSnapshot 0.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:51:583STACK[Profiling] GuiManager.OnGameCreated() - End (15828 ms)

Amplitude.Unity.Gui.GuiManager+c__Iterator5F:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:34:51:713STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 1.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:52:093STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #1.

PlayerRepository:Unregister(System.Reflection.ParameterInfo)
MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:52:093STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #1.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:52:166STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 2.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:52:232STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #2.

PlayerRepository:Unregister(System.Reflection.ParameterInfo)
MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:52:233STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #2.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:52:233STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 4.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:266STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 3.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:SetProperty(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:b__15_0(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponseFromStream(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Common.Json.Helper:DeserializeResponse(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.AIPlayer_MajorEmpire:OnPlayerInfoMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
SynchronizationJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:52:266STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 5.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:319STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #3.

PlayerRepository:Unregister(System.Reflection.ParameterInfo)
MajorEmpire:UnbindPlayer(System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:52:320STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #3.

PlayerRepository:Register(System.Reflection.ParameterInfo)
MajorEmpire:BindPlayer(System.Reflection.ParameterInfo)
GameClient:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:52:320STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 6.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:320STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 7.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:353STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 8.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:395STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 9.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:451STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 10.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:451STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 11.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:451STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 12.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:490STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 13.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:537STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 14.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:537STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 15.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:583STACK[AI0] AI player state change from Deactivated to Full for empire LesserEmpireSnapshot 16.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.LesserEmpire.AIPlayer_LesserEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:583STACK[AI0] AI player state change from Deactivated to Full for empire PirateEmpireSnapshot 17.

Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.AIPlayer_PirateEmpire:Initialize(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:52:634STACKOpen archive C:\Users\Cory's\Documents\Endless Space 2\Save Files\Cravers.zip

AILoadRequestMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:52:634STACKGet ai serialization file from archive: 'Endless Space 2/AI/OpBot.xml'.

AILoadRequestMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:52:634STACKClose archive C:\Users\Cory's\Documents\Endless Space 2\Save Files\Cravers.zip

AILoadRequestMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:52:788STACK[AI0] Deserialize content from file OpBot.xml.

Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:53:546STACK[AI0] AIScheduler initialized

Amplitude.AI.Core.AIScheduler:InitializeAsync()

10:34:53:546STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:34:55:192STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:34:55:242STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:55:294STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:34:55:294STACK[AI0] Sync took 1.7412157 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:34:55:294STACK[AI0] [MainState] Start decision number 18 (state: BeginTurn, turn: 32)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:34:57:871STACK[AI0] No fleet attached Gameplay Fleet Mission 1236 8 : 1

Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:57:871STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1236 8

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Initialize(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:57:871STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1236 8

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:34:57:871STACK[AI0] TaskFailed Gameplay Fleet Mission 1236/ 8

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:Execute()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:CreateActuatorFromTask(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:ExecuteDecisionsFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Execution:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:35:00:280STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:00:396STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:00:396STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:00:473STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000000, Ticket: 00000001, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:00:527STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:00:528STACK[AI0] TaskFailed Buyout constructible Survival Suits/ 819

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:00:528STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:00:577STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:00:703STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:00:703STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:00:887STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:00:927STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:01:125STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:01:417STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:01:608STACK[AI0] Sync took 0.7040867 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:01:608STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 32)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:03:040STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:24:135STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:24:135STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:24:283STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:24:361STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:24:828STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:25:449STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:25:525STACK[AI0] Sync took 1.2626607 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:25:525STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 32)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:26:827STACK[AI0] [MainState] AI has some game event to process.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:29:057STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:29:120STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:29:534STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:30:006STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:30:079STACK[AI0] Sync took 1.0091265 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:30:079STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 32)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:31:724STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:41:115STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#00000002, [Empire0], Entity index: 353, Refund: False

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:55:799STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:55:799STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:55:994STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:56:055STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:56:425STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:56:871STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:35:56:928STACK[AI0] Sync took 0.934115 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:56:928STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 32)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:35:58:995STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:12:396STACK[Order] OrderRepairShips::DepartmentOfDefense/OrderRepairShips#00000004, [Empire0], ShipsGUID: 2137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator180:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:13:768STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:13:768STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:13:953STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:14:014STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:14:399STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:14:854STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:14:917STACK[AI0] Sync took 0.9271163 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:14:917STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 32)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:16:345STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:17:759STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:17:759STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:17:991STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:18:046STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:18:483STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:18:988STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:19:082STACK[AI0] Sync took 1.1096388 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:19:122STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 32)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:20:924STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:21:927STACK[AI0] [MainState] The AI was waiting for end turn but has now some game events to process, go back to sync/main state.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:21:927STACK[AI0] [MainState] Send the AI Signal ReturnToRunning

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:22:151STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:22:223STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:22:624STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:23:088STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:23:144STACK[AI0] Sync took 1.0171298 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:23:144STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 32)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:24:658STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:26:681STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:26:812STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:26:870STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:26:870STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:27:070STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:27:449STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:27:639STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:27:639STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:27:703STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:27:777STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:27:969STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:33:181STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:33:181STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:34:822STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:34:910STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.13 Politics02 = 0.06 Politics03 = 0.01 Politics04 = 0.04 Politics05 = 0.05 Politics06 = 0.71 Politics00 = 0.00 TOTAL_SCORE = 484.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:35:484STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:35:587STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.12 Politics02 = 0.56 Politics03 = 0.09 Politics04 = 0.04 Politics05 = 0.04 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 383.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:35:797STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.35 Politics02 = 0.12 Politics03 = 0.15 Politics04 = 0.08 Politics05 = 0.01 Politics06 = 0.29 Politics00 = 0.00 TOTAL_SCORE = 247.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:35:908STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:35:908STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:35:979STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.13 Politics02 = 0.08 Politics03 = 0.25 Politics04 = 0.20 Politics05 = 0.24 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 138.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:069STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:069STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:069STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:069STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:069STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:069STACK[ChatMessage] RECV: l:/_turn/33 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:396STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000007, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:397STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:518STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000008, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:518STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:691STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000009, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:691STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:795STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000000A, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:41:795STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:42:688STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:079STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:146STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:214STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:214STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:214STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:348STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:349STACKSynchronizationState = Synchronized

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:350STACKPlayerInTransition = False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:350STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:350STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:43:351STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:256STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:256STACK[ChatMessage] RECV: l:/_turn/33 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:411STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:412STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:412STACKSynchronizationState = Synchronized

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:412STACKPlayerInTransition = False

GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:412STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:412STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient:Session_LobbyDatachange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:LobbyDataController_LobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:NotifyLobbyDataChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:412STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:44:455STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:45:614STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#00000018, initiator empire index: 7, target empire index: 1, new diplomatic relation: DiplomaticRelationStateMinorNeutral

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator419:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:45:753STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:45:867STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000001A, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -805

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:46:123STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:46:263STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000001D, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -259

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:46:584STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:46:584STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:46:716STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:48:180STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:48:241STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:48:354STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:48:354STACK[AI0] Sync took 1.5451932 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:48:354STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:49:580STACK[AI0] Should not happen, please do something smart!!!!

Amplitude.AI.Core.Decision.Resource.ResourceAllocator_StockResource:AllocateResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Resource.ResourceAllocator_Resource:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:36:57:806STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:58:098STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:58:098STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:58:188STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000001F, Ticket: 00000004

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:36:58:188STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:36:58:188STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderManageManpower:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderProcessors:OrderFromOrderMessage(System.Reflection.ParameterInfo)
OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:36:58:189STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderManageManpower:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderProcessors:OrderFromOrderMessage(System.Reflection.ParameterInfo)
OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:36:58:378STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:10:643STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000064, Ticket: 00000048, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:10:761STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000065, Ticket: 00000049, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:11:073STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:ManageManpowerPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:11:074STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:ManageManpowerPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:11:236STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#00000068, Ticket: 0000004C, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:11:308STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000069, Ticket: 0000004D, [Empire2], ShipGUIDs: 2437 , Position: NodeIndex:33, FleetGUID: 2537

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:11:308STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:12:775STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#00000070, Ticket: 00000054, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:13:446STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000073, Ticket: 00000057, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfCommerce+c__Iterator15C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:13:645STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000074, Ticket: 00000058, [Empire3], system guid: 1593, contruction guid: 2449, resource name : EmpireMoney, buyout cost: 500.8024

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:13:645STACKThe construction 2449 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:13:873STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:16:462STACKCaching reflection information for target class 'GuiValueController, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:UpdateModifier()
AgeModifierItem:StartAnimation()
AgeModifierSet:StartModifiers(System.Reflection.ParameterInfo)
PlanetLabel_SystemManagement:UpdateHover()
PlanetLabelsWindow_SystemManagement:SpecificUpdate()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:37:20:347STACKCancelling actions on Wordan (8) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:20:564STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000000A6, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:20:664STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000000A7, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:20:989STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:21:505STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:21:713STACK[AI0] Sync took 23.3534532 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:21:714STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:22:103STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000AD, [Empire17], Entity index: 2532

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:22:219STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000AE, [Empire17], Entity index: 2531

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:22:325STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000AF, [Empire17], Entity index: 2530

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:22:432STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B0, [Empire17], Entity index: 2529

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:22:531STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B1, [Empire17], Entity index: 2528

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:22:646STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B2, [Empire17], Entity index: 2523

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:22:752STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B3, [Empire17], Entity index: 2522

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:22:854STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B4, [Empire17], Entity index: 2519

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:22:971STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B5, [Empire17], Entity index: 2518

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:23:071STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B6, [Empire17], Entity index: 2517

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:23:184STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B7, [Empire17], Entity index: 2512

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:23:295STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B8, [Empire17], Entity index: 2511

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:23:350STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:23:401STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B9, [Empire17], Entity index: 2507

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:23:500STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000BA, [Empire17], Entity index: 2506

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:23:611STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000BB, [Empire17], Entity index: 2505

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:23:716STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000BC, [Empire17], Entity index: 2504

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:23:829STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000BD, [Empire17], Entity index: 2502

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:23:941STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000BE, [Empire17], Entity index: 2499

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:24:047STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000BF, [Empire17], Entity index: 2497

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:24:159STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000C0, [Empire17], Entity index: 2496

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:24:269STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000C1, [Empire17], Entity index: 2492

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:24:484STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000C2, [Empire17], Entity index: 2488

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:25:578STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:28:934STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:29:277STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:29:663STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:29:721STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000E8, [Empire17], Entity index: 2592

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:29:721STACK[AI0] Sync took 4.1545218 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:29:721STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:31:232STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:33:483STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:33:534STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:33:849STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:34:309STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:34:420STACK[AI0] Sync took 0.9121117 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:34:420STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:36:254STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:38:526STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:38:597STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:39:007STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:39:511STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:39:652STACK[AI0] Sync took 1.1056616 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:39:652STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:41:091STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:43:212STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000000F2, [Empire0], ShipGUIDs: 2121 , Position: NodeIndex:16, FleetGUID: 2548

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:43:212STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:43:279STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:43:309STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:43:667STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:44:221STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:44:293STACK[AI0] Sync took 1.0081271 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:44:293STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:45:984STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:48:064STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000000F3, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:48:188STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:48:255STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:49:309STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:49:780STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:49:843STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000FB, [Empire0], Entity index: 544

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:49:843STACK[AI0] Sync took 1.6302044 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:49:843STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:49:976STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000FC, [Empire0], Entity index: 517

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:50:107STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000FD, [Empire0], Entity index: 459

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:51:248STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:53:507STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:53:568STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:53:916STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:54:322STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:54:438STACK[AI0] Sync took 0.9151328 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:54:438STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:55:871STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:58:117STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:58:192STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:58:631STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:59:134STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:37:59:210STACK[AI0] Sync took 1.1066409 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:37:59:210STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:01:023STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:03:269STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:03:339STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:03:761STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:04:334STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:04:491STACK[AI0] Sync took 1.2076785 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:04:492STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:05:987STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:08:099STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:08:152STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:08:554STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:09:090STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:09:226STACK[AI0] Sync took 1.1076374 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:09:226STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:10:608STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:12:881STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:12:912STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:13:323STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:13:829STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:13:894STACK[AI0] Sync took 1.0121253 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:13:894STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:15:384STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:16:356STACKDefault camera renders active portrait layer (index: 1). Renderer will disable this layer!!!

AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera()
AnimatedPortraitRenderer:InternalShow()
AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo)
AnimatedPortrait:Show()
AnimatedPortraitDisplay:ShowPortrait()
AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroDetailedCard:BindPortrait(System.Reflection.ParameterInfo)
AcademyScreen:RefreshHeroCard(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AcademyScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
AcademyScreen:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackExclusive:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ControlBanner:OnControlBannerToggle(System.Reflection.ParameterInfo)
ControlBannerToggle:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

10:38:16:356STACKDefault camera renders inactive portrait layer (index: 14). Renderer will disable this layer!!!

AnimatedPortraitRenderer:DisableDrawLayerOnMainCamera()
AnimatedPortraitRenderer:InternalShow()
AnimatedPortraitRenderer:OnShowPortrait(System.Reflection.ParameterInfo)
AnimatedPortrait:Show()
AnimatedPortraitDisplay:ShowPortrait()
AnimatedPortraitDisplay:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroDetailedCard:BindPortrait(System.Reflection.ParameterInfo)
AcademyScreen:RefreshHeroCard(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AcademyScreen:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
AcademyScreen:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackExclusive:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ControlBanner:OnControlBannerToggle(System.Reflection.ParameterInfo)
ControlBannerToggle:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

10:38:17:636STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:17:665STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:17:897STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:18:201STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:18:350STACK[AI0] Sync took 0.7095891 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:18:350STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:19:898STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:22:125STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:22:158STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:22:377STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:22:637STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:22:742STACK[AI0] Sync took 0.6300803 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:22:743STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:27:681STACKCaching reflection information for target class 'AgePrimitiveLineRadial, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: IsScalable).

AgeModifierItem:IsScalable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeModifierItem:Init(System.Reflection.ParameterInfo)
AgeModifierSet:InitItem(System.Reflection.ParameterInfo)
AgeModifierSet:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:Init()
AgeTransform:InstantiateChild(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:ReserveChildren(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SkillTreeBasePanel:RefreshSkillTrees()
SkillTreeBasePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AcademyScreen:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

10:38:27:682STACKCaching reflection information for target class 'AgePrimitiveLineRadial, Assembly-CSharp-firstpass, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:UpdateModifier()
AgeModifierItem:StartAnimation()
HeroSkillTreeItem:LateRefresh()
SkillTreeBasePanel:LateRefreshSkillTree(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SkillTreeBasePanel:LateRefreshSkillTrees()
SkillTreeBasePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
HeroOverviewPanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
HeroInspectionModalWindow:SwitchHubMode(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
HeroInspectionModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AcademyScreen:OnInspectCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

10:38:27:682STACK[HxFxSystemComponentTextureAtlasManager] assigning texture mapping CP to global name [_AtlasTexCoords].

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:PreEvolve(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:PreEvolve()
Amplitude.Unity.Graphics.HxFxSystemManager:OnPreRenderHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreRender()

10:38:27:682STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:27:682STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:28:802STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:28:997STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

10:38:29:284STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:29:850STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:29:958STACK[AI0] Sync took 3.6679595 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:29:958STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:30:990STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:32:819STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:38:33:344STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:33:430STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:33:844STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:34:287STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:34:406STACK[AI0] Sync took 1.2061585 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:34:407STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:35:630STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:37:829STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:37:893STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:38:277STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:38:738STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:38:738STACK[AI0] Sync took 0.9051122 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:38:738STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:39:970STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:42:150STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:42:181STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:42:371STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:42:590STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:42:749STACK[AI0] Sync took 0.6045758 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:42:750STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:43:507STACKCannot find the GuiElement 'ShipDesign#2116'

Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo)
Gui:GetTitle(System.Reflection.ParameterInfo)
GuiColonizedStarSystem:get_ConstructionQueue()
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCell:SetComparable(System.Reflection.ParameterInfo)
GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:RefreshLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemsManagementPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:38:43:507STACKCannot find the GuiElement 'ShipDesign#1356'

Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo)
Gui:GetTitle(System.Reflection.ParameterInfo)
GuiColonizedStarSystem:get_ConstructionQueue()
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCell:SetComparable(System.Reflection.ParameterInfo)
GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:RefreshLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemsManagementPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:38:43:899STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:46:096STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:46:145STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:46:405STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:46:765STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:46:827STACK[AI0] Sync took 0.7060869 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:46:827STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:48:013STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:50:237STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:50:282STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:50:546STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:51:280STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:51:401STACK[AI0] Sync took 1.167649 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:51:401STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:52:727STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:54:953STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:55:010STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:55:276STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:55:596STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:55:669STACK[AI0] Sync took 0.7045884 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:55:669STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:56:984STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:59:189STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:38:59:234STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:59:507STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:38:59:870STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:00:017STACK[AI0] Sync took 0.8066022 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:00:018STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:01:531STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:03:765STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:03:806STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:04:088STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:04:610STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:04:676STACK[AI0] Sync took 0.9116174 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:04:676STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:06:335STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:08:490STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:08:541STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:08:909STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:09:340STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:09:399STACK[AI0] Sync took 0.9046255 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:09:399STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:11:060STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:13:281STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:13:335STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:13:649STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:14:018STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:14:071STACK[AI0] Sync took 0.8046013 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:14:071STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:15:548STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:17:793STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:17:851STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:18:245STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:18:760STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:18:887STACK[AI0] Sync took 1.1066387 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:18:887STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:20:144STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:21:940STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#00000102, [Empire0], Entity index: 551, Refund: False

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:22:294STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:22:364STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:22:764STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:23:246STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:23:311STACK[AI0] Sync took 1.0141255 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:23:311STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:24:771STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:26:990STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:27:057STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:27:464STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:27:960STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:27:961STACK[AI0] Sync took 1.0066232 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:27:961STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:29:385STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:31:606STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:31:658STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:31:971STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:32:620STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:32:724STACK[AI0] Sync took 1.1376434 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:32:724STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:34:407STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:36:643STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:36:704STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:37:110STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:37:526STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:37:526STACK[AI0] Sync took 0.905612 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:37:526STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:38:858STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:41:094STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:41:154STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:41:502STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:41:935STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:41:996STACK[AI0] Sync took 0.9051134 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:41:996STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:43:382STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:45:613STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:45:672STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:46:034STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:46:469STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:46:526STACK[AI0] Sync took 0.9051169 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:46:526STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:47:809STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:50:016STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:50:074STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:50:443STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:50:909STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:51:053STACK[AI0] Sync took 1.0056291 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:51:054STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:52:813STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:55:002STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:55:060STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:55:428STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:55:671STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:55:754STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:56:121STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:56:432STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:39:56:432STACK[AI0] Sync took 1.4076758 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:56:432STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:39:57:817STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:00:082STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:00:158STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:00:158STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000105, [Empire0]: 1125 2549 Begin 0

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:00:535STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:00:983STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:01:046STACK[AI0] Sync took 1.0056261 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:01:046STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:02:399STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:04:587STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:04:636STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:04:993STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:05:418STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:05:478STACK[AI0] Sync took 0.9056117 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:05:478STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:06:719STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:08:907STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:08:973STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:09:360STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:10:072STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:10:131STACK[AI0] Sync took 1.1976454 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:10:131STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:11:405STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:13:644STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:13:701STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:14:071STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:14:482STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:14:542STACK[AI0] Sync took 0.9056135 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:14:542STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:15:861STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:16:606STACK[Order] OrderScrapShips::DepartmentOfDefense/OrderScrapShips#00000106, Ticket: 000000C0, [Empire0], ShipsGUID: 1345

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator182:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:18:050STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:18:106STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:18:459STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:18:896STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:18:954STACK[AI0] Sync took 0.9051112 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:18:954STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:20:355STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:22:602STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:22:662STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:23:023STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:23:451STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:23:525STACK[AI0] Sync took 0.9051368 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:23:526STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:24:977STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:27:218STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:27:257STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:27:536STACK[Order] OrderScrapShips::DepartmentOfDefense/OrderScrapShips#00000107, Ticket: 000000C1, [Empire0], ShipsGUID: 2139,2141

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator182:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:27:894STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:28:592STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:28:658STACK[AI0] Sync took 1.4611793 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:28:659STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:29:983STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:32:164STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:32:222STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:32:555STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:32:808STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:32:860STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:32:860STACK[Order] OrderScrapShips::DepartmentOfDefense/OrderScrapShips#00000108, Ticket: 000000C2, [Empire0], ShipsGUID: 2137

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator182:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:32:920STACKTrying to refresh a GarrisonPanel with a null Garrison.

GarrisonPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:40:33:215STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:33:270STACKCan't found any object for uri '/game-entities/2137'.

SyncMessageJob:ProcessExecuteSyncContractMessage(System.Reflection.ParameterInfo)
SyncMessageJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:40:33:270STACKCan't found any object for uri '/game-entities/2465'.

SyncMessageJob:ProcessExecuteSyncContractMessage(System.Reflection.ParameterInfo)
SyncMessageJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:40:33:447STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:33:497STACK[AI0] Sync took 1.3081685 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:33:497STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:34:897STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:37:111STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:37:158STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:37:489STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:37:928STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:38:058STACK[AI0] Sync took 0.9046098 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:38:058STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:39:360STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:41:528STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:41:578STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:41:904STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:42:123STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:42:539STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:42:820STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:43:034STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:43:117STACK[AI0] Sync took 1.51769 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:43:117STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:44:387STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:46:580STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:46:619STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:46:869STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:47:169STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:47:287STACK[AI0] Sync took 0.703584 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:47:288STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:48:502STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:50:681STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:50:727STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:51:009STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:51:391STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:51:527STACK[AI0] Sync took 0.8051027 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:51:527STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:52:911STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:55:108STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:55:160STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:55:394STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:55:500STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:56:197STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:56:198STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:56:331STACK[AI0] Sync took 1.2036521 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:56:331STACK[AI0] [MainState] Start decision number 47 (state: OthersWantToEndTheTurn, turn: 33)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:57:878STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:40:57:931STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:57:932STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:58:097STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:58:428STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:58:585STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:58:585STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:58:784STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:58:803STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:40:58:948STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:04:350STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:04:350STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:05:961STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:06:050STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.06 Politics02 = 0.02 Politics03 = 0.25 Politics04 = 0.01 Politics05 = 0.02 Politics06 = 0.65 Politics00 = 0.00 TOTAL_SCORE = 1607.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:06:946STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.12 Politics02 = 0.56 Politics03 = 0.09 Politics04 = 0.04 Politics05 = 0.04 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 376.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:07:188STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.34 Politics02 = 0.12 Politics03 = 0.15 Politics04 = 0.10 Politics05 = 0.01 Politics06 = 0.29 Politics00 = 0.00 TOTAL_SCORE = 256.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:07:298STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.11 Politics02 = 0.07 Politics03 = 0.25 Politics04 = 0.18 Politics05 = 0.30 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 161.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:083STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:083STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:083STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:083STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:083STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:083STACK[ChatMessage] RECV: l:/_turn/34 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:495STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000010E, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:495STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:693STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000010F, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:13:693STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:14:749STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:15:333STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:15:429STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:15:517STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:15:517STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:15:517STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:15:716STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:15:716STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:16:972STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:16:972STACK[ChatMessage] RECV: l:/_turn/34 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:16:997STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:16:997STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:16:997STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:17:060STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:18:633STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:18:807STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000011E, [Empire5], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -805

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:19:230STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:19:230STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:19:401STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:20:467STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:20:556STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:20:556STACK[AI0] Sync took 1.2066504 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:20:556STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:20:638STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:29:619STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:29:956STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:29:956STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:30:159STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000120, Ticket: 000000C3

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:30:159STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:30:200STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:30:325STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000121, Ticket: 000000C4

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:30:524STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000122, Ticket: 000000C5

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:30:703STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000123, Ticket: 000000C6

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:35:151STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:35:151STACKCannot find the ExtendedGuiElement 'AtWarStatus'

Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:35:152STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:35:152STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:35:152STACKThe property HappinessPenaltyPerRepresentative doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GovernmentTypeSidePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:36:617STACKThe property HappinessPerPeace doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawsManagementModalWindow:RefreshSelectedLawDetails()
LawsManagementModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
LawsManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
ActiveLawsPanel:OnToggleLawCard(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawCard:OnSwitchCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
AgeControl:MouseDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

10:41:36:617STACKThe property HappinessPerAlliance doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawsManagementModalWindow:RefreshSelectedLawDetails()
LawsManagementModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel:RefreshNow()
LawsManagementModalWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo)
ActiveLawsPanel:OnToggleLawCard(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawCard:OnSwitchCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
AgeControl:MouseDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

10:41:38:004STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000164, Ticket: 00000107, [Empire1], ShipGUIDs: 2044 , Position: NodeIndex:59, FleetGUID: 2564

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:38:004STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:38:338STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000169, Ticket: 0000010C, [Empire2], ConstructibleElementName: TechnologyDefinitionUnique5Terrans, ConstructionGameEntityGUID: 2571, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:38:405STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#0000016A, Ticket: 0000010D, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:38:742STACKThe property MigrationScore doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:41:38:938STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000172, Ticket: 00000115, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfCommerce+c__Iterator15C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:39:337STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000178, Ticket: 0000011B, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary4, ConstructionGameEntityGUID: 2589, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:39:688STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:41:007STACKThe property HappinessPerPeace doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawsManagementModalWindow:RefreshSelectedLawDetails()
LawsManagementModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:41:007STACKThe property HappinessPerAlliance doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawsManagementModalWindow:RefreshSelectedLawDetails()
LawsManagementModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:42:871STACKCancelling actions on Lisul (469) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:43:008STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001B0, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:43:071STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001B1, [Empire3], ContextGUID: 0, ResourceName: Luxury6, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:43:305STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:43:383STACKThe property HappinessPerPeace doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawsManagementModalWindow:RefreshSelectedLawDetails()
LawsManagementModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:43:383STACKThe property HappinessPerAlliance doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawsManagementModalWindow:RefreshSelectedLawDetails()
LawsManagementModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:43:738STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:43:872STACK[AI0] Sync took 13.6547333 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:43:872STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:43:971STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001B5, [Empire17], Entity index: 2673

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:038STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001B6, [Empire17], Entity index: 2672

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:105STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001B7, [Empire17], Entity index: 2666

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:171STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001B8, [Empire17], Entity index: 2665

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:242STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001B9, [Empire17], Entity index: 2659

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:308STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001BA, [Empire17], Entity index: 2654

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:371STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001BB, [Empire17], Entity index: 2653

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:449STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001BC, [Empire17], Entity index: 2652

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:504STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001BD, [Empire17], Entity index: 2648

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:571STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001BE, [Empire17], Entity index: 2644

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:642STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001BF, [Empire17], Entity index: 2643

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:709STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001C0, [Empire17], Entity index: 2641

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:774STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001C1, [Empire17], Entity index: 2638

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:837STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001C2, [Empire17], Entity index: 2634

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:904STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001C3, [Empire17], Entity index: 2633

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:44:976STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001C4, [Empire17], Entity index: 2631

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:45:038STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001C5, [Empire17], Entity index: 2629

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:45:472STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:46:337STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:46:338STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 863

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:46:338STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:46:374STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000001D9, Ticket: 00000166, [Empire2], ShipsGUID: 2437

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator181:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:46:438STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#000001DA, Ticket: 00000167, [Empire2], ShipsGUID: 1828

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator181:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:46:642STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001DD, [Empire2], ContextGUID: 0, ResourceName: Luxury3, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:47:640STACKThe property HappinessPerPeace doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawsManagementModalWindow:RefreshSelectedLawDetails()
LawsManagementModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:47:641STACKThe property HappinessPerAlliance doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawsManagementModalWindow:RefreshSelectedLawDetails()
LawsManagementModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:47:705STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:47:737STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:47:904STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:48:188STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:48:310STACK[AI0] Sync took 0.604076 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:48:310STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:48:521STACKThe property MigrationScore doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:41:48:602STACKThe property MigrationScore doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LawsManagementModalWindow:RefreshSelectedLawDetails()
LawsManagementModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:41:48:955STACKThe property MigrationScore doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:41:49:857STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:49:857STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 868

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:49:858STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:49:923STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:52:136STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:52:174STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:52:324STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:52:496STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:52:632STACK[AI0] Sync took 0.5030628 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:52:632STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:54:452STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:54:452STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 869

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:54:452STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:54:547STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:56:788STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:56:821STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:57:021STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:57:307STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:57:388STACK[AI0] Sync took 0.6040747 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:57:388STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:41:59:154STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:59:155STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 875

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:59:155STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:41:59:221STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:01:438STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:01:471STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:01:671STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:01:939STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:02:047STACK[AI0] Sync took 0.6155742 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:02:047STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:02:853STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:42:02:853STACKCannot find the ExtendedGuiElement 'AtWarStatus'

Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:42:02:854STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:42:02:854STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:42:02:855STACKThe property HappinessPenaltyPerRepresentative doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GovernmentTypeSidePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:42:03:633STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:03:633STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 876

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:03:633STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:03:677STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:05:915STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:05:960STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:06:227STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:06:570STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:06:705STACK[AI0] Sync took 0.8086047 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:06:705STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:08:366STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:08:366STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 877

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:08:366STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:08:408STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:10:654STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:10:695STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:10:953STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:11:258STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:11:476STACK[AI0] Sync took 0.8136031 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:11:477STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:13:125STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:13:125STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 878

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:13:125STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:13:256STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:15:486STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:15:535STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:15:793STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:16:096STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:16:311STACK[AI0] Sync took 0.8086258 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:16:311STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:17:801STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:17:801STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 879

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:17:801STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:17:801STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:20:030STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:20:071STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:20:326STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:21:067STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:21:218STACK[AI0] Sync took 1.1756489 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:21:218STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:22:726STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:22:727STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 880

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:22:727STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:22:832STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:25:074STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:25:123STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:25:385STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:25:752STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:25:847STACK[AI0] Sync took 0.8040974 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:25:848STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:27:460STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:27:460STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 881

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:27:460STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:27:569STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:29:748STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#000001E8, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:29:810STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:29:875STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:30:582STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:31:031STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:31:096STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001EE, [Empire0], Entity index: 506

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:31:096STACK[AI0] Sync took 1.3091659 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:31:096STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:31:223STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001EF, [Empire0], Entity index: 481

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:31:352STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001F0, [Empire0], Entity index: 454

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:32:396STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:32:444STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:32:444STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 882

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:32:444STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:34:648STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:34:700STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:35:040STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:35:400STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:35:507STACK[AI0] Sync took 0.9051423 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:35:507STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:37:360STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:37:360STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 883

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:37:360STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:37:360STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:38:490STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Cepheus I

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

10:42:39:718STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Cepheus II

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

10:42:39:718STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:39:994STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:40:316STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:40:601STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:40:763STACK[AI0] Sync took 1.2061547 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:40:763STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:42:107STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:42:107STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 884

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:42:107STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:42:154STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:43:183STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : null

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

10:42:43:238STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Cepheus III

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

10:42:44:385STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:44:412STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:44:600STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:44:823STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:44:988STACK[AI0] Sync took 0.6030805 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:44:988STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:45:968STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Cepheus IV

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

10:42:46:251STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:46:252STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 885

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:46:252STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:46:286STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:48:043STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 4/Cepheus V

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

10:42:48:517STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:48:550STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:48:762STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:49:020STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:49:135STACK[AI0] Sync took 0.6095772 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:49:135STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:50:367STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:50:368STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 886

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:50:368STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:50:448STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:52:654STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:52:698STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:52:980STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:53:315STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:53:395STACK[AI0] Sync took 0.7190865 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:53:396STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:55:198STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:55:198STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 887

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:55:199STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:55:249STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:57:482STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:57:530STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:57:865STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:58:194STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:42:58:348STACK[AI0] Sync took 0.9056094 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:42:58:349STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:00:066STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:00:066STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 888

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:00:066STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:00:173STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:02:412STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:02:464STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:02:775STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:03:144STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:03:299STACK[AI0] Sync took 0.90661 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:03:300STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:04:767STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:04:767STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 889

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:04:768STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:04:814STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:07:030STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:07:077STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:07:385STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:07:756STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:07:859STACK[AI0] Sync took 0.805105 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:07:859STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:08:985STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:08:985STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator155:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:08:985STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:09:242STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001F3, [Empire0]: System #1870

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:09:242STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:09:312STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001F4, [Empire0]: System #1710

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:09:417STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001F5, [Empire0]: System #2460

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:09:515STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001F6, [Empire0]: System #1125

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:09:686STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#000001F7, [Empire0]: System #1765

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:09:805STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:09:805STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 890

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:09:805STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:11:476STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:11:532STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:11:865STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:12:324STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:12:380STACK[AI0] Sync took 0.9056151 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:12:381STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:14:274STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:14:274STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 891

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:14:274STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:14:439STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:16:672STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:16:721STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:17:015STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:17:219STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:17:268STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:17:569STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:17:770STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:17:870STACK[AI0] Sync took 1.2081507 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:17:870STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:19:218STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:19:219STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 892

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:19:219STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:19:271STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:21:516STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:21:567STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:21:902STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:22:388STACK[AI0] Sync took 0.8051008 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:22:389STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:22:431STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:23:777STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:23:777STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 893

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:23:777STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:23:831STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:26:008STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:26:050STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:26:332STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:26:665STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:26:805STACK[AI0] Sync took 0.8046023 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:26:806STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:28:296STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:28:297STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 894

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:28:297STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:28:343STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:30:546STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:30:593STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:30:878STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:31:251STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:31:347STACK[AI0] Sync took 0.804096 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:31:347STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:33:080STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:33:118STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:33:118STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 895

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:33:118STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:34:166STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#000001FB, [Empire0]: 1765 2603 Begin 0

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:35:299STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:35:343STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:35:624STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:35:963STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:36:097STACK[AI0] Sync took 0.8046039 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:36:097STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:37:564STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:37:564STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 896

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:37:564STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:37:611STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:39:797STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:39:852STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:40:066STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:40:364STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:40:534STACK[AI0] Sync took 0.7035917 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:40:534STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:41:860STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:41:860STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 897

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:41:860STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:41:943STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:43:491STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000001FC, Ticket: 00000192, [Empire0], ShipGUIDs: 2143 , Position: NodeIndex:26, FleetGUID: 2605

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:43:492STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:44:150STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:44:202STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:44:515STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:44:962STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:45:077STACK[AI0] Sync took 0.906609 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:45:078STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:46:708STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:46:708STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 898

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:46:708STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:46:775STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:49:004STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:49:059STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:49:388STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:49:734STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:49:782STACK[AI0] Sync took 0.8056042 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:49:782STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:51:690STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:51:690STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 899

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:51:690STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:51:746STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:53:947STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:54:015STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:54:395STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:54:875STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:55:001STACK[AI0] Sync took 1.0061269 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:55:002STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:56:662STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:56:662STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 900

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:56:662STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:56:662STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:58:899STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:58:965STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:59:352STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:59:824STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:43:59:877STACK[AI0] Sync took 1.0056236 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:43:59:877STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:01:308STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:01:308STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 901

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:01:308STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:01:308STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:03:535STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:03:604STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:03:976STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:04:375STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:04:428STACK[AI0] Sync took 0.9051132 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:04:428STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:06:208STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:06:208STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 902

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:06:208STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:06:255STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:08:483STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:08:536STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:08:878STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:09:260STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:09:375STACK[AI0] Sync took 0.9046133 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:09:375STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:11:048STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:11:048STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 903

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:11:048STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:11:102STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:13:305STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:13:355STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:13:658STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:14:066STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:14:222STACK[AI0] Sync took 0.9056216 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:14:222STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:15:897STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:15:897STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 904

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:15:897STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:15:898STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:18:120STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:18:165STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:18:507STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:18:884STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:19:060STACK[AI0] Sync took 0.9051119 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:19:060STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:20:809STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:20:809STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 905

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:20:809STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:20:870STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:23:066STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:23:116STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:23:410STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:23:814STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:23:866STACK[AI0] Sync took 0.8041006 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:23:866STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:25:477STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:25:477STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 906

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:25:478STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:25:478STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:27:724STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:27:777STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:28:108STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:28:504STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:28:611STACK[AI0] Sync took 0.9051176 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:28:611STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:30:197STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:30:197STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 907

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:30:197STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:30:302STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:32:558STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:32:613STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:32:944STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:33:331STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:33:454STACK[AI0] Sync took 0.9056177 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:33:455STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:34:950STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:35:007STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:35:007STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 908

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:35:007STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:37:155STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:37:207STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:37:522STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:38:263STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:38:330STACK[AI0] Sync took 1.1771468 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:38:330STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:39:766STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:39:767STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 909

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:39:767STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:39:877STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:42:084STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:42:138STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:42:463STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:43:024STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:43:080STACK[AI0] Sync took 1.0051244 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:43:080STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:44:705STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:44:756STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:44:756STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 910

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:44:756STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:46:924STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:46:977STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:47:325STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:47:717STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:47:828STACK[AI0] Sync took 0.9056103 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:47:829STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:49:495STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:49:496STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 911

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:49:496STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:49:496STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:51:748STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:51:804STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:52:137STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:52:852STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:52:998STACK[AI0] Sync took 1.2881626 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:52:999STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:54:634STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:54:634STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 912

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:54:634STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:54:704STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:56:948STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:56:993STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:57:316STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:57:694STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:57:860STACK[AI0] Sync took 0.9056103 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:57:860STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:44:59:614STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:59:615STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 913

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:59:615STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:44:59:674STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:01:884STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:01:956STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:02:363STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:02:838STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:02:904STACK[AI0] Sync took 1.0056271 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:02:905STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:04:649STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:04:649STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 914

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:04:649STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:04:714STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:06:907STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:06:958STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:07:337STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:08:064STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:08:199STACK[AI0] Sync took 1.2776617 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:08:199STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:09:872STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:09:873STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 915

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:09:873STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:09:936STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:12:128STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:12:175STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:12:473STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:12:792STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:12:903STACK[AI0] Sync took 0.8055984 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:12:903STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:14:431STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:14:431STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 916

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:14:431STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:14:524STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:16:766STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:16:824STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:17:210STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:17:662STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:17:663STACK[AI0] Sync took 0.9051167 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:17:663STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:19:296STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:19:296STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 917

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:19:296STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:19:353STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:21:605STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:21:673STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:22:029STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:22:744STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:22:879STACK[AI0] Sync took 1.3301634 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:22:879STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:24:586STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:24:586STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 918

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:24:586STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:24:640STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:26:840STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:26:897STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:27:191STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:27:545STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:27:642STACK[AI0] Sync took 0.8045988 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:27:642STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:29:322STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:29:322STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 919

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:29:322STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:29:322STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:31:555STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:31:605STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:31:956STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:32:377STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:32:484STACK[AI0] Sync took 0.9056135 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:32:484STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:34:042STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:34:042STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 920

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:34:042STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:34:097STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:36:299STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:36:356STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:36:689STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:37:440STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:37:541STACK[AI0] Sync took 1.262659 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:37:541STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:39:223STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:39:224STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 921

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:39:224STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:39:277STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:41:456STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:41:508STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:41:837STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:42:274STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:42:405STACK[AI0] Sync took 0.9046175 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:42:405STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:44:052STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:44:052STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 922

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:44:052STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:44:106STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:46:279STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:46:328STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:46:684STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:47:080STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:47:185STACK[AI0] Sync took 0.9046133 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:47:185STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:48:775STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:48:775STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 923

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:48:776STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:48:816STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:51:057STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:51:110STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:51:425STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:52:145STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:52:251STACK[AI0] Sync took 1.1961537 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:52:251STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:53:807STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:53:807STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 924

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:53:808STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:53:965STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:56:132STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:56:200STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:56:525STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:56:910STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:57:073STACK[AI0] Sync took 0.9056126 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:57:074STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:58:659STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:45:58:707STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:58:707STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 925

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:45:58:708STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:00:875STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:00:929STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:01:256STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:01:650STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:01:715STACK[AI0] Sync took 0.8041041 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:01:715STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:01:823STACKEntering state ServerGroundBattleState_Setup

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
ServerGroundBattleState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:01:823STACKEntering state ServerGroundBattleState_WaitForStrategies

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:03:768STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:03:768STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 926

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:03:768STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:03:769STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:05:935STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:06:026STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:06:563STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:07:288STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:07:288STACK[AI0] Sync took 1.3071868 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:07:289STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:09:074STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:09:075STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 927

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:09:075STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:09:076STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:11:329STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:11:421STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:11:942STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:12:578STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:12:578STACK[AI0] Sync took 1.3071627 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:12:578STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:14:375STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:14:375STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 928

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:14:376STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:14:376STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:16:004STACKEntering state ServerGroundBattleState_Report

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
ServerGroundBattleState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:004STACKEntering state ServerGroundBattleState_Finish

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
ServerGroundBattleState_Finish:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:005STACKEntering state ServerGroundBattleState_Finished

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:231STACKTexture 'Bitmaps/Dynamic/GroundBattle/GroundBattleDefenderStrategyLesserEmpire' not found for GuiElement 'GroundBattleDefenderStrategyLesserEmpire'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapper:GetImage(System.Reflection.ParameterInfo)
GroundBattlePlayCard:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundBattleReportNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:46:16:454STACK[Order] OrderCaptureStarSystemWithGroundBattle::DepartmentOfTheInterior/OrderCaptureStarSystemWithGroundBattle#0000020D, [Empire16], InfluencedColonizedStarSystemGUID: 2280, NewOwnerEmpireIndex: 0, DestroyShips: True, KeepOriginGrowth: False, FromMinorFactionAssimilation: False

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:455STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:455STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator155:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:455STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:455STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #16, context: 'ColonizedStarSystem#2280'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:455STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator21A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:630STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:16:703STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:16:895STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000210, Ticket: 000001BB

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:17:208STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:17:547STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:17:955STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:18:395STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:18:754STACK[AI0] Sync took 2.1722682 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:18:754STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:18:842STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:20:576STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:20:576STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 929

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:20:577STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:20:577STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:22:806STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:22:860STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:23:184STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:23:583STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:23:692STACK[AI0] Sync took 0.9051106 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:23:692STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:25:459STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:25:460STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 930

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:25:460STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:25:513STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:27:740STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:27:782STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:28:078STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:28:644STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:28:744STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:29:020STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:29:212STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:29:295STACK[AI0] Sync took 1.5551817 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:29:295STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:31:101STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:31:101STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 931

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:31:101STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:31:208STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:33:427STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:33:473STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:33:771STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:34:117STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:34:207STACK[AI0] Sync took 0.8045968 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:34:207STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:35:960STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:35:961STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 932

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:35:961STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:36:017STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:38:267STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:38:316STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:38:611STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:39:281STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:39:460STACK[AI0] Sync took 1.2031552 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:39:460STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:41:185STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:41:186STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 933

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:41:186STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:41:275STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:43:471STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:43:516STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:43:786STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:44:131STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:44:273STACK[AI0] Sync took 0.8045975 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:44:273STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:45:969STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:45:969STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 934

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:45:969STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:45:970STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:48:200STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:48:233STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:48:608STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:49:063STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:49:127STACK[AI0] Sync took 0.9061172 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:49:127STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:51:218STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:51:218STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 935

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:51:218STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:51:292STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:53:501STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:53:564STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:53:987STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:54:452STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:54:518STACK[AI0] Sync took 1.0056271 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:54:518STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:56:268STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:56:268STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 936

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:56:268STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:56:426STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:58:642STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:58:695STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:59:104STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:59:583STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:46:59:717STACK[AI0] Sync took 1.1061376 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:46:59:718STACK[AI0] [MainState] Start decision number 67 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:01:504STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:01:504STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 937

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:01:504STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:01:574STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:03:750STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:03:804STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:04:227STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:05:036STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:05:091STACK[AI0] Sync took 1.3141649 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:05:091STACK[AI0] [MainState] Start decision number 68 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:06:849STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:06:850STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 938

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:06:850STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:06:850STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:09:062STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:09:117STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:09:473STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:09:879STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:09:998STACK[AI0] Sync took 0.9056181 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:09:998STACK[AI0] [MainState] Start decision number 69 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:11:737STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:11:738STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 939

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:11:738STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:11:791STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:14:037STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:14:096STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:14:446STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:14:930STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:15:049STACK[AI0] Sync took 1.006628 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:15:049STACK[AI0] [MainState] Start decision number 70 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:17:102STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:17:102STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 940

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:17:103STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:17:161STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:19:394STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:19:452STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:19:805STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:20:241STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:20:303STACK[AI0] Sync took 0.9061157 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:20:303STACK[AI0] [MainState] Start decision number 71 (state: Main, turn: 34)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:22:080STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:22:080STACK[AI0] TaskFailed Buyout constructible Agri Drugs/ 941

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:22:080STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:22:205STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:24:113STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:24:231STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:24:306STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:24:428STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:24:429STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:24:429STACKDisposing #2612 ServerGroundBattle

ServerGroundBattle:Dispose()
ServerGroundBattle:RemoveIfFinished()
ServerGroundBattleRepository:UpdateServerGroundBattles()
GameServerState_Turn_Finished:UpdateGroundBattles()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:24:617STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:25:013STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:25:195STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:25:196STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:25:272STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:25:337STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:25:514STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:29:989STACKCould not retrieve ShipDesign 'MFPiratesSmallAttackStrong'

Marketplace:RefillShipsStock(System.Reflection.ParameterInfo)
Marketplace:ITradingManagementService.ServerEndTurn()
GameServerState_Turn_End+c__Iterator469:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:30:279STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:30:279STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:31:829STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.06 Politics02 = 0.01 Politics03 = 0.25 Politics04 = 0.01 Politics05 = 0.02 Politics06 = 0.64 Politics00 = 0.00 TOTAL_SCORE = 1627.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:32:429STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.12 Politics02 = 0.56 Politics03 = 0.09 Politics04 = 0.04 Politics05 = 0.04 Politics06 = 0.14 Politics00 = 0.00 TOTAL_SCORE = 370.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:32:555STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.33 Politics02 = 0.10 Politics03 = 0.15 Politics04 = 0.10 Politics05 = 0.01 Politics06 = 0.30 Politics00 = 0.00 TOTAL_SCORE = 250.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:32:743STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.10 Politics02 = 0.09 Politics03 = 0.23 Politics04 = 0.19 Politics05 = 0.30 Politics06 = 0.08 Politics00 = 0.00 TOTAL_SCORE = 141.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:37:662STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:37:662STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:37:662STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:37:662STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:37:662STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:37:662STACK[ChatMessage] RECV: l:/_turn/35 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:37:954STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000218, [Empire1], ColonizedStarSystemGUID: 2098, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:38:352STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000021A, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:38:353STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:38:551STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000021B, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:38:552STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:38:639STACK[Empire 1] OrderSendAutomatedShip preprocessor failed: Pollux (ColonizedStarSystem#2098) has no OutpostMigrationFlux

DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:38:707STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000021C, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:38:707STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:39:420STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:39:862STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:39:963STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:40:058STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:40:058STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:40:058STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:40:245STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:40:245STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:41:430STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:41:431STACK[ChatMessage] RECV: l:/_turn/35 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:41:466STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:41:466STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:41:466STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:41:523STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:43:070STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000022A, [Empire6]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:43:226STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000022B, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1750

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:43:397STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000022C, [Empire12]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:43:513STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000022D, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1400

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:43:633STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:43:764STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000022F, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -763

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:44:062STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:44:063STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:44:177STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:45:209STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:45:284STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:45:284STACK[AI0] Sync took 1.1056416 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:45:284STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:45:347STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:45:946STACKCould not find GuiElement for 'NotificationFleetFinishedSleep'

GuiNotification:.ctor()
NotificationOnFleet:.ctor()
NotificationFleetFinishedSleep:.ctor()
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo)
GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
SleepFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
SleepFleetAction:ClientBeginTurn()
DepartmentOfLabour+c__Iterator1F9:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:46:197STACKCould not find GuiElement for 'NotificationFleetFinishedSleep'

GuiNotification:.ctor()
NotificationOnFleet:.ctor()
NotificationFleetFinishedSleep:.ctor()
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo)
GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
SleepFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
SleepFleetAction:ClientBeginTurn()
DepartmentOfLabour+c__Iterator1F9:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:51:590STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:51:836STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:51:836STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:51:836STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:51:897STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000231, Ticket: 000001C9

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:51:898STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderManageManpower:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderProcessors:OrderFromOrderMessage(System.Reflection.ParameterInfo)
OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:47:51:898STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderManageManpower:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderProcessors:OrderFromOrderMessage(System.Reflection.ParameterInfo)
OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:47:52:068STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000232, Ticket: 000001CA

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:52:068STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:47:52:249STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000233, Ticket: 000001CB

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:52:414STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000234, Ticket: 000001CC

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:52:595STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000235, Ticket: 000001CD

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:52:756STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000236, Ticket: 000001CE

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:52:932STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000237, Ticket: 000001CF

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:53:268STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000239, Ticket: 000001D0

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:47:53:450STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000023A, Ticket: 000001D1

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:03:637STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_EconomyAndTrade_Stage2_A

GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestObjectiveTitle:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DeedCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:ShowNextUnreadGuiNotification()
GuiNotificationManager:DimissGuiNotification(System.Reflection.ParameterInfo)
NotificationWindow:OnDismissCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

10:48:05:598STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#0000027D, Ticket: 00000214, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:05:959STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#0000027F, Ticket: 00000216, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:06:687STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000283, Ticket: 0000021A, [Empire3], ShipGUIDs: 2543 , Position: NodeIndex:74, FleetGUID: 2649

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:06:687STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:07:423STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000287, Ticket: 0000021E, [Empire3], context guid: 1657, contruction guid: 2581

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:07:590STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000288, Ticket: 0000021F, [Empire3], context guid: 1593, contruction guid: 2583

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:08:143STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000028B, Ticket: 00000222, [Empire3], ConstructibleElementName: TechnologyDefinitionUnique8Horatio, ConstructionGameEntityGUID: 2656, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:08:224STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:ManageManpowerPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:08:224STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:ManageManpowerPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:08:315STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#0000028C, Ticket: 00000223, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:08:869STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:17:170STACKCancelling actions on Xenis (356) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:17:627STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002C0, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:17:746STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002C1, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:17:865STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000002C2, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:18:092STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:18:681STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:18:681STACK[AI0] Sync took 26.6548628 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:18:681STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:18:759STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002C3, [Empire1], Entity index: 354

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:19:281STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002C6, [Empire17], Entity index: 2791

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:19:438STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002C7, [Empire17], Entity index: 2787

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:19:620STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002C8, [Empire17], Entity index: 2783

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:19:781STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002C9, [Empire17], Entity index: 2782

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:19:963STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002CA, [Empire17], Entity index: 2781

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:20:135STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002CB, [Empire17], Entity index: 2778

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:20:296STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002CC, [Empire17], Entity index: 2777

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:20:455STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002CD, [Empire17], Entity index: 2776

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:20:571STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002CE, [Empire17], Entity index: 2774

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:20:680STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002CF, [Empire17], Entity index: 2771

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:20:821STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D0, [Empire17], Entity index: 2770

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:20:994STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D1, [Empire17], Entity index: 2768

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:21:169STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D2, [Empire17], Entity index: 2763

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:21:366STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D3, [Empire17], Entity index: 2762

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:21:367STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:21:554STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D4, [Empire17], Entity index: 2760

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:21:744STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D5, [Empire17], Entity index: 2757

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:21:931STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D6, [Empire17], Entity index: 2756

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:22:120STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D7, [Empire17], Entity index: 2755

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:22:311STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D8, [Empire17], Entity index: 2754

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:22:506STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002D9, [Empire17], Entity index: 2753

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:22:694STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002DA, [Empire17], Entity index: 2752

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:22:926STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002DB, [Empire17], Entity index: 2751

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:23:545STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:26:331STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:27:023STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:27:142STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:27:203STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:27:365STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:27:829STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:27:829STACK[AI0] Sync took 4.3250399 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:27:829STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:30:199STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:32:355STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:32:400STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:32:748STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:33:512STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:33:569STACK[AI0] Sync took 1.1726411 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:33:570STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:35:457STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:35:624STACKBegin encounter simulation ignition 15229

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:36:039STACKEnd encounter simulation ignition 15231

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:36:100STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:36:368STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:36:368STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:36:579STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:37:287STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:37:352STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:37:353STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:37:557STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:37:650STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:37:688STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:37:966STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:38:295STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:38:472STACK[AI0] Sync took 0.8041166 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:38:472STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:38:894STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:38:940STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:38:940STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:39:114STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:40:147STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:40:201STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:40:201STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:40:307STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:40:406STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:40:899STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:40:946STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:40:947STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:41:143STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:41:549STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:41:603STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:41:603STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:41:715STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:41:716STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:42:039STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:42:039STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:42:247STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:42:493STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:42:549STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:42:849STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:43:203STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:43:306STACK[AI0] Sync took 0.8050969 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:43:306STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:43:307STACK[AI0] Cancel Fleet mission without fleet Find all nodes in constellation 1081

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Explore:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:48:43:307STACK[AI0] TaskFailed Find all nodes in constellation/ 1081

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:48:44:916STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:47:117STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:47:166STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:47:481STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:47:826STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:47:935STACK[AI0] Sync took 0.8050979 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:47:936STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:50:066STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:52:290STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:52:335STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:52:658STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:53:047STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:53:105STACK[AI0] Sync took 0.8041031 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:53:106STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:54:925STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:55:382STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000337, Ticket: 000002B0, [Empire0], ShipGUIDs: 833 , Position: NodeIndex:24, FleetGUID: 2663

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:55:382STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:57:126STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:57:170STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:57:472STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:57:880STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:48:58:034STACK[AI0] Sync took 0.9051083 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:48:58:034STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:00:111STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:02:338STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:02:386STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:02:709STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:03:093STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:03:251STACK[AI0] Sync took 0.9046156 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:03:251STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:05:027STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:07:270STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:07:320STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:07:627STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:07:981STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:08:082STACK[AI0] Sync took 0.8046001 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:08:083STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:09:887STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:12:097STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:12:147STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:12:418STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:12:743STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:12:907STACK[AI0] Sync took 0.8040868 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:12:907STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:15:098STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:17:353STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:17:408STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:17:744STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:18:185STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:18:251STACK[AI0] Sync took 0.9046162 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:18:251STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:20:254STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:22:490STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:22:560STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:22:913STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:23:319STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:23:388STACK[AI0] Sync took 0.9051169 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:23:388STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:25:569STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:27:756STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:27:804STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:28:149STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:28:671STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:28:671STACK[AI0] Sync took 0.9046142 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:28:671STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:30:525STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:32:729STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:32:776STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:33:125STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:33:537STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:33:586STACK[AI0] Sync took 0.9046133 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:33:586STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:35:433STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:37:607STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:37:666STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:38:044STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:38:798STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:38:798STACK[AI0] Sync took 1.1901473 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:38:798STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:40:735STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:41:773STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#0000033F, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:42:478STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000344, [Empire0], Entity index: 479

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:42:933STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:42:996STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:43:389STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:43:804STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:43:860STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000345, [Empire0], Entity index: 619

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:43:861STACK[AI0] Sync took 0.9056184 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:43:861STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:43:961STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000346, [Empire0], Entity index: 615

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:45:696STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:47:881STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:47:927STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:48:270STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:48:691STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:48:792STACK[AI0] Sync took 0.9046175 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:48:792STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:49:325STACK[Order] OrderMergeFleets::DepartmentOfDefense/OrderMergeFleets#00000347, Ticket: 000002B9, [Empire0], DestinationFleet: 1874, FleetsGUID: 1874,2350

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:49:381STACKTrying to refresh a GarrisonPanel with a null Garrison.

GarrisonPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:49:50:959STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:53:168STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:53:223STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:53:551STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:53:934STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:54:113STACK[AI0] Sync took 0.9056145 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:54:113STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:55:988STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:58:250STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:58:304STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:58:688STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:59:167STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:49:59:239STACK[AI0] Sync took 1.0061215 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:49:59:239STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:01:483STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:03:720STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:03:836STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:04:164STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:04:753STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:04:831STACK[AI0] Sync took 1.1056468 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:04:832STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:06:633STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:08:821STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:08:865STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:09:180STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:09:710STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:09:710STACK[AI0] Sync took 0.9056135 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:09:710STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:11:628STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:13:878STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:13:879STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:14:189STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:14:580STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:14:700STACK[AI0] Sync took 0.8101021 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:14:700STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:15:181STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000349, [Empire0]: 1674 2665 Begin 0

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:16:657STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:18:864STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:18:933STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:19:302STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:19:745STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:19:802STACK[AI0] Sync took 0.9061102 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:19:802STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:21:692STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:23:901STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:23:973STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:24:373STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:24:832STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:24:900STACK[AI0] Sync took 1.0051273 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:24:900STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:26:847STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:29:021STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:29:089STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:29:089STACK[Order] OrderMergeFleets::DepartmentOfDefense/OrderMergeFleets#0000034A, Ticket: 000002BA, [Empire0], DestinationFleet: 1973, FleetsGUID: 1973,2395

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:29:153STACKTrying to refresh a GarrisonPanel with a null Garrison.

GarrisonPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:50:29:466STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:30:266STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:30:340STACK[AI0] Sync took 1.3286646 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:30:340STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:32:182STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:34:418STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:34:474STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:34:846STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:35:285STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:35:286STACK[AI0] Sync took 0.9056132 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:35:286STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:37:197STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:39:429STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:39:479STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:39:795STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:40:179STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:40:340STACK[AI0] Sync took 0.9051179 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:40:340STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:42:451STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:44:695STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:44:756STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:45:128STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:45:559STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:45:683STACK[AI0] Sync took 1.0066245 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:45:683STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:47:509STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:49:699STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:49:760STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:50:136STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:50:636STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:50:699STACK[AI0] Sync took 1.0056508 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:50:699STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:52:402STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:54:612STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:54:680STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:55:078STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:55:599STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:55:599STACK[AI0] Sync took 1.0051251 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:55:599STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 35)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:55:821STACKCancelling actions on Jundur (104) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 0

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:57:640STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:57:782STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:57:918STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:50:58:057STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:58:058STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:58:250STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:58:654STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:58:850STACKDisposing ServerEncounter 2657

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:58:850STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:58:850STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:58:946STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:58:999STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:50:59:182STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:04:298STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:04:298STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:05:886STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:05:887STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:05:976STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.06 Politics02 = 0.02 Politics03 = 0.25 Politics04 = 0.01 Politics05 = 0.02 Politics06 = 0.65 Politics00 = 0.00 TOTAL_SCORE = 1621.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:031STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000353, [Empire0]: System #1870

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:100STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000354, [Empire0]: System #1710

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:233STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000355, [Empire0]: System #2460

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:377STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:413STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.14 Politics02 = 0.54 Politics03 = 0.10 Politics04 = 0.04 Politics05 = 0.04 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 390.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:414STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000356, [Empire0]: System #1125

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:506STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.33 Politics02 = 0.09 Politics03 = 0.16 Politics04 = 0.11 Politics05 = 0.00 Politics06 = 0.31 Politics00 = 0.00 TOTAL_SCORE = 243.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:506STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000357, [Empire0]: System #1765

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:573STACK[Empire 0] OrderEntityAction preprocessing failed because PropagandaSystemActionDefinition cannot be executed with given parameters.

DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:666STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000358, Ticket: 000002BD

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:06:710STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.08 Politics02 = 0.13 Politics03 = 0.25 Politics04 = 0.16 Politics05 = 0.32 Politics06 = 0.06 Politics00 = 0.00 TOTAL_SCORE = 171.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:387STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:387STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:388STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:388STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:388STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:388STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:388STACK[ChatMessage] RECV: l:/_turn/36 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:629STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000359, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:629STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:747STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000035A, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:747STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:817STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000035B, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:817STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:992STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000035C, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:11:993STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:12:820STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:13:196STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:13:266STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:13:328STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:13:328STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:13:328STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:13:448STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:13:448STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:14:558STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:14:559STACK[ChatMessage] RECV: l:/_turn/36 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:14:589STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:14:590STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:14:590STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:14:626STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:15:798STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000036A, [Empire13]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:15:929STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000036B, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1400

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:16:103STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:16:104STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:16:229STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:17:302STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:17:360STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:17:531STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:17:531STACK[AI0] Sync took 1.2071536 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:17:531STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:19:631STACK[AI0] Should not happen, please do something smart!!!!

Amplitude.AI.Core.Decision.Resource.ResourceAllocator_StockResource:AllocateResources(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.Resource.ResourceAllocator_Resource:AllocateResources()
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:AllocateResources(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:51:27:363STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:27:549STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:27:549STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:27:550STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:27:605STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000036C, Ticket: 000002BE

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:27:727STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:35:166STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000003AD, Ticket: 000002FD, [Empire1], ConstructibleElementName: TechnologyDefinitionMilitary3, ConstructionGameEntityGUID: 2682, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:35:568STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000003B1, Ticket: 00000301, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:35:664STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000003B2, Ticket: 00000302, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration3, ConstructionGameEntityGUID: 2689, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:36:100STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000003B6, Ticket: 00000306, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:36:100STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:36:769STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:42:823STACK[Empire 0] OrderQueueConstruction preprocessor failed: 'StarSystemImprovementScience1' is already queued in 'Hath (ColonizedStarSystem#1710)'.

DepartmentOfIndustry:QueueConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:46:363STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000003F1, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:46:671STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:47:317STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:47:384STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F2, [Empire3], Entity index: 146

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:47:384STACK[AI0] Sync took 19.63451 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:47:385STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:47:659STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F4, [Empire17], Entity index: 2933

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:47:777STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F5, [Empire17], Entity index: 2931

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:48:316STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F6, [Empire17], Entity index: 2930

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:48:376STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F7, [Empire17], Entity index: 2929

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:48:480STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F8, [Empire17], Entity index: 2923

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:48:584STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003F9, [Empire17], Entity index: 2921

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:48:686STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FA, [Empire17], Entity index: 2920

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:48:790STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FB, [Empire17], Entity index: 2916

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:48:892STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FC, [Empire17], Entity index: 2912

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:005STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FD, [Empire17], Entity index: 2911

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:100STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FE, [Empire17], Entity index: 2909

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:204STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003FF, [Empire17], Entity index: 2907

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:316STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000400, [Empire17], Entity index: 2906

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:410STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000401, [Empire17], Entity index: 2905

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:527STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000402, [Empire17], Entity index: 2904

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:627STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000403, [Empire17], Entity index: 2899

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:628STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:49:729STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000404, [Empire17], Entity index: 2895

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:832STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000405, [Empire17], Entity index: 2892

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:49:930STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000406, [Empire17], Entity index: 2889

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:50:036STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000407, Ticket: 0000033F, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:50:558STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000040B, Ticket: 00000343, [Empire3], system guid: 1657, contruction guid: 2696, resource name : EmpireMoney, buyout cost: 632.3885

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:50:558STACKThe construction 2696 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:50:662STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:50:765STACKCancelling actions on Foris (176) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:51:125STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:51:176STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:51:845STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:51:894STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:52:220STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:52:685STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:52:778STACK[AI0] Sync took 0.9066132 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:52:779STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:54:612STACK[AI0] Encounter 2704 : Can't find play because gameplay efficiencies are bad

Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:51:54:879STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:57:078STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:57:126STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:57:442STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:57:809STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:51:57:910STACK[AI0] Sync took 0.8061037 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:57:911STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:51:59:478STACK[AI0] Encounter 2704 : Can't find play because gameplay efficiencies are bad

Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:51:59:728STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:00:002STACKBegin encounter simulation ignition 18552

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:00:525STACKEnd encounter simulation ignition 18554

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:00:578STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:00:784STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:00:784STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:00:849STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000432, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:01:051STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:01:679STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:01:795STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:01:796STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:01:940STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:01:976STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:02:020STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:02:283STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:02:620STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:02:673STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000043E, [Empire0], Entity index: 649

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:02:733STACK[AI0] Sync took 0.8046016 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:02:733STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:03:571STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:03:624STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:03:624STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:03:861STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:04:761STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:05:104STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:05:158STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:05:158STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:05:390STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:06:668STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:06:717STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:06:717STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:06:964STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:06:965STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:07:030STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:07:399STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:07:459STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:07:459STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:07:575STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:07:575STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:07:941STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:07:941STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:08:189STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:08:617STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:09:051STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:09:116STACK[AI0] Sync took 2.1122688 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:09:116STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:09:480STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:09:797STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:09:859STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:11:199STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:13:402STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:13:477STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:13:844STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:14:322STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:14:457STACK[AI0] Sync took 1.005125 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:14:457STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:15:995STACK[AI0] Encounter 2705 : Can't find play because gameplay efficiencies are bad

Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:52:16:806STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:19:027STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:19:076STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:19:419STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:19:780STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:19:849STACK[AI0] Sync took 0.8045968 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:19:849STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:21:428STACK[AI0] Encounter 2705 : Can't find play because gameplay efficiencies are bad

Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:52:21:611STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:21:900STACKBegin encounter simulation ignition 18916

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:22:379STACKEnd encounter simulation ignition 18918

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:22:437STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:22:671STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:22:671STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:22:848STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:23:530STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:23:599STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:23:599STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:23:828STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:23:890STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:23:938STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:24:272STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:24:681STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:24:681STACK[AI0] Sync took 0.8051008 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:24:681STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:25:475STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:25:530STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:25:530STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:25:745STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:26:141STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:26:197STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:26:197STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:26:428STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:26:609STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:26:845STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:26:903STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:26:904STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:27:014STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:27:014STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:27:331STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:27:331STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:27:541STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:28:855STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:28:855STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:29:188STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:29:651STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:29:712STACK[AI0] Sync took 0.9046104 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:29:712STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:29:712STACK[AI0] Cancel Fleet mission without fleet Go to the node and launch the probe! 493

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ExploreNode:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:52:29:712STACK[AI0] TaskFailed Go to the node and launch the probe!/ 493

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

10:52:30:295STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000477, [Empire0]: 1674 2706 Begin 1

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:31:636STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:33:852STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:33:908STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:34:250STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:34:666STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:34:667STACK[AI0] Sync took 0.8100989 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:34:667STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:36:577STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:38:822STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:38:876STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:39:217STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:39:891STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:40:063STACK[AI0] Sync took 1.2736546 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:40:063STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:42:085STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:44:317STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:44:370STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:44:705STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:45:094STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:45:225STACK[AI0] Sync took 0.9046129 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:45:226STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:47:153STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:49:352STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:49:408STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:49:801STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:50:264STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:50:343STACK[AI0] Sync took 1.0051289 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:50:343STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:52:238STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:54:493STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:54:546STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:54:925STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:55:683STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:55:821STACK[AI0] Sync took 1.319165 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:55:821STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 36)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:57:860STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:58:000STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:58:123STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:58:267STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:52:58:401STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:58:401STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:58:593STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:58:971STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:59:173STACKDisposing ServerEncounter 2704

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:59:173STACKDisposing ServerEncounter 2705

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:59:173STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:59:173STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:59:235STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:59:299STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:52:59:489STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:04:475STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:04:475STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:158STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:263STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.05 Politics02 = 0.01 Politics03 = 0.25 Politics04 = 0.01 Politics05 = 0.02 Politics06 = 0.65 Politics00 = 0.00 TOTAL_SCORE = 1612.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:308STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000047F, [Empire0]: System #1870

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:385STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000480, [Empire0]: System #1710

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:522STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000481, [Empire0]: System #2460

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:722STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:769STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.13 Politics02 = 0.55 Politics03 = 0.10 Politics04 = 0.03 Politics05 = 0.03 Politics06 = 0.14 Politics00 = 0.00 TOTAL_SCORE = 380.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:769STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000482, [Empire0]: System #1125

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:883STACKPreprocessor failed because the number of new population (4) is different from the number of current populations (5).

DepartmentOfTheInterior:ReorganizePopulationsOnSystemPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:921STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.29 Politics02 = 0.10 Politics03 = 0.14 Politics04 = 0.20 Politics05 = 0.00 Politics06 = 0.27 Politics00 = 0.00 TOTAL_SCORE = 280.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:06:921STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000483, Ticket: 000003B0

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:07:037STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000484, Ticket: 000003B1

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:07:068STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.07 Politics02 = 0.13 Politics03 = 0.24 Politics04 = 0.15 Politics05 = 0.30 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 196.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:07:135STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000485, Ticket: 000003B2

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:07:262STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000486, Ticket: 000003B3

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:07:402STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000487, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:07:402STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:11:651STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:11:651STACKDisposing Encounter 2657

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:11:651STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:11:651STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:11:651STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:11:651STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:11:652STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:11:652STACK[ChatMessage] RECV: l:/_turn/37 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:11:980STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000489, [Empire0], ColonizedStarSystemGUID: 2343, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:12:243STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000048B, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:12:243STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:12:333STACK[Empire 0] OrderSendAutomatedShip preprocessor failed: Llekim (ColonizedStarSystem#2343) has no OutpostMigrationFlux

DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:12:412STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000048C, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:12:413STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:13:236STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:13:772STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:13:861STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:13:949STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:13:949STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:13:949STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:14:141STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:14:141STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:15:253STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:15:253STACK[ChatMessage] RECV: l:/_turn/37 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:15:268STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:15:269STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:15:269STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:15:343STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:17:054STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:17:234STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000049A, [Empire4], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1232

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:17:610STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:17:777STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000049D, [Empire14], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -805

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:18:235STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:18:235STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:18:326STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:19:511STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:19:511STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:19:601STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:19:601STACK[AI0] Sync took 1.2741557 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:19:601STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:26:693STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:26:870STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:26:870STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:26:870STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:26:947STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000049F, Ticket: 000003B4

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:27:114STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000004A0, Ticket: 000003B5

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:27:114STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:27:290STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000004A1, Ticket: 000003B6

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:27:453STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000004A2, Ticket: 000003B7

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:30:007STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Wonder1

GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestObjectiveTitle:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DeedCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:ShowNextUnreadGuiNotification()
GuiNotificationManager:DimissGuiNotification(System.Reflection.ParameterInfo)
NotificationWindow:OnDismissCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

10:53:30:849STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AutomatedDeliveryFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
AutomatedDeliveryFleetAction:ClientOnDestinationReached()
GoToFleetAction:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:39:450STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004E6, Ticket: 000003F9, [Empire1], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment8, ConstructionGameEntityGUID: 2727, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:40:520STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000004EC, Ticket: 000003FF, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade7, ConstructionGameEntityGUID: 2736, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:42:612STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000004F8, Ticket: 0000040B, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:42:612STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:43:132STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:50:251STACKCancelling actions on Altair (493) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:50:705STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000052C, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:50:815STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000052D, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:50:916STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000052E, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:51:027STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000052F, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:51:423STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:51:913STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:52:433STACK[AI0] Sync took 24.9596522 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:52:433STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:52:453STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000531, [Empire17], Entity index: 3062

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:52:528STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000532, [Empire17], Entity index: 3061

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:52:641STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000533, [Empire17], Entity index: 3060

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:52:770STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000534, [Empire17], Entity index: 3057

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:52:879STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000535, [Empire17], Entity index: 3056

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:52:985STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000536, [Empire17], Entity index: 3055

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:53:100STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000537, [Empire17], Entity index: 3054

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:53:224STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000538, [Empire17], Entity index: 3048

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:53:335STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000539, [Empire17], Entity index: 3044

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:53:440STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000053A, [Empire17], Entity index: 3043

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:53:558STACKThe property NetLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:53:558STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:53:558STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:53:572STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000053B, [Empire17], Entity index: 3042

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:53:677STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000053C, [Empire17], Entity index: 3040

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:53:808STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000053D, [Empire17], Entity index: 3039

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:53:923STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000053E, [Empire17], Entity index: 3031

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:54:028STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000053F, [Empire17], Entity index: 3030

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:54:145STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000540, [Empire17], Entity index: 3028

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:54:263STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000541, [Empire17], Entity index: 3026

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:54:375STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000542, [Empire17], Entity index: 3024

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:54:478STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000543, [Empire17], Entity index: 3023

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:54:590STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000544, [Empire17], Entity index: 3022

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:54:660STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:54:714STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000545, [Empire17], Entity index: 3020

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:54:796STACKThe property NetLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:54:796STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:54:796STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:56:561STACKThe property NetLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:56:562STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:56:562STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:56:831STACKCancelling actions on Dyl (350) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:56:881STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:57:066STACKCancelling actions on Antares (476) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:57:256STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:57:256STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 984

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:57:257STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:57:545STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:57:880STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:58:358STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:53:58:471STACK[AI0] Sync took 1.509687 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:58:471STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:53:58:944STACKThe property NetLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:58:945STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:53:58:945STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:00:463STACKThe property NetLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:00:463STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:00:463STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:00:735STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:00:795STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:00:795STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 988

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:00:796STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:00:924STACKThe property NetLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:00:925STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:00:925STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:02:910STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:02:966STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:03:301STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:03:704STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:03:819STACK[AI0] Sync took 0.9056154 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:03:819STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:05:826STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:05:826STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 989

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:05:826STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:05:826STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:06:101STACKThe property NetLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:06:101STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:06:102STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:08:076STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:08:133STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:08:549STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:08:837STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:08:963STACK[AI0] Sync took 0.9056145 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:08:964STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:12:406STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:12:406STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 990

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:12:407STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:12:407STACKUnload material SteppesPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

10:54:12:407STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:13:571STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:13:630STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:13:970STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:14:373STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:14:448STACK[AI0] Sync took 0.9046104 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:14:448STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:16:431STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:16:431STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 991

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:16:431STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:16:486STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:16:575STACKThe property NetLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:16:575STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:16:575STACKThe property BonusPopulationLocalManpower doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

10:54:18:700STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:18:758STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:19:105STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:19:512STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:19:618STACK[AI0] Sync took 0.9061169 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:19:618STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:21:510STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:21:510STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 992

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:21:510STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:21:510STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:23:726STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:23:781STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:24:127STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:24:880STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:25:052STACK[AI0] Sync took 1.3211616 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:25:052STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:26:699STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:26:699STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 993

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:26:700STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:26:756STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:28:955STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:29:011STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:29:337STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:29:742STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:29:799STACK[AI0] Sync took 0.8051047 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:29:799STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:31:724STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:31:724STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 994

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:31:724STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:31:783STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:34:003STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:34:062STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:34:422STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:34:834STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:34:878STACK[AI0] Sync took 0.9056084 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:34:931STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:36:699STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:36:713STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:36:714STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 995

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:36:714STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:38:944STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:39:004STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:39:375STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:39:797STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:39:858STACK[AI0] Sync took 0.9046178 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:39:858STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:41:914STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:41:979STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:41:979STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 996

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:41:979STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:44:125STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:44:181STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:44:516STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:44:906STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:45:016STACK[AI0] Sync took 0.9051121 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:45:016STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:47:001STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:47:001STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 997

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:47:001STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:47:086STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:49:282STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:49:367STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:49:869STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:50:470STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:50:471STACK[AI0] Sync took 1.2076548 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:50:471STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:52:592STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:52:592STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 998

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:52:592STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:52:592STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:54:788STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:54:872STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:55:369STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:55:887STACK[AI0] Sync took 1.1101393 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:55:887STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:54:55:968STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:58:190STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:58:190STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 999

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:58:190STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:54:58:190STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:00:391STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:00:475STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:00:983STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:01:585STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:01:585STACK[AI0] Sync took 1.2071482 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:01:585STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:03:607STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:03:608STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1000

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:03:608STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:03:608STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:05:823STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:05:875STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:06:219STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:06:603STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:06:725STACK[AI0] Sync took 0.9041174 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:06:725STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:08:567STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:08:568STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1001

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:08:568STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:08:623STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:10:849STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:10:904STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:11:237STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:11:629STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:11:752STACK[AI0] Sync took 0.9061124 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:11:753STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:13:980STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:13:981STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1002

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:13:981STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:13:981STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:16:147STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:16:203STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:16:562STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:17:251STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:17:251STACK[AI0] Sync took 1.1071382 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:17:251STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:19:326STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:19:326STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1003

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:19:326STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:19:382STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:21:584STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:21:687STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:22:216STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:22:833STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:22:833STACK[AI0] Sync took 1.2121556 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:22:833STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:24:784STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:24:785STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1004

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:24:785STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:24:873STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:26:795STACKCaching reflection information for target class 'TechnologyLinkSpark, Assembly-CSharp, Version=0.0.0.0, Culture=neutral, PublicKeyToken=null' (issued from: SetPropertyValue).

AgeModifierItem:SetPropertyValue(System.Reflection.ParameterInfo)
AgeModifierItem:SetTargetValue(System.Reflection.ParameterInfo)
AgeModifierItem:UpdateModifier()
AgeModifierItem:StartAnimation()
AgeModifierSet:StartModifiers(System.Reflection.ParameterInfo)
TechnologyLinkSpark:Animate()
TechnologyLinkItem2:Animate()
TechnologyScreen:SpecificUpdate()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:55:27:081STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:27:144STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:27:620STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:28:004STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:28:161STACK[AI0] Sync took 1.0291336 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:28:161STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:30:880STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:30:881STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1005

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:30:881STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:30:881STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:33:103STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:33:197STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:33:780STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:34:441STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:34:441STACK[AI0] Sync took 1.3101661 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:34:441STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:36:556STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:36:556STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1006

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:36:556STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:36:660STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:38:870STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:38:984STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:39:498STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:40:190STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:40:190STACK[AI0] Sync took 1.3116662 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:40:191STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:42:353STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:42:354STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1007

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:42:354STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:42:442STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:44:704STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:44:783STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:45:353STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:46:020STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:46:020STACK[AI0] Sync took 1.3126632 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:46:020STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:48:516STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:48:516STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1008

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:48:516STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:48:516STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:49:644STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000574, [Empire0], ConstructibleElementName: TechnologyDefinitionScienceAndExploration7, ConstructionGameEntityGUID: 2287, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:50:708STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:50:791STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:51:362STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:52:029STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:52:029STACK[AI0] Sync took 1.3241663 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:52:029STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:54:269STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:54:269STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1009

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:54:269STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:54:269STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:56:527STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:56:576STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:56:879STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:57:221STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:57:318STACK[AI0] Sync took 0.8046004 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:57:318STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:55:58:558STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000575, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:59:153STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000057A, [Empire0], Entity index: 656

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:59:336STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000057B, [Empire0], Entity index: 579

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:59:387STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:59:387STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1010

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:59:387STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:55:59:443STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:01:622STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:01:685STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:02:073STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:02:543STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:02:669STACK[AI0] Sync took 1.0056297 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:02:669STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:05:001STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:05:002STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1011

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:05:002STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:05:002STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:07:237STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:07:306STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:07:735STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:08:239STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:08:239STACK[AI0] Sync took 1.0076257 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:08:240STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:10:303STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:10:304STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1012

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:10:304STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:10:374STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:12:550STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:12:602STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:12:978STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:13:415STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:13:472STACK[AI0] Sync took 0.9046175 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:13:472STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:15:460STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:15:461STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1013

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:15:461STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:15:522STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:17:747STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:17:835STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:18:405STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:19:075STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:19:075STACK[AI0] Sync took 1.3276676 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:19:075STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:21:280STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:21:280STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1014

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:21:280STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:21:386STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:23:560STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:23:619STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:23:957STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:24:377STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:24:493STACK[AI0] Sync took 0.905618 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:24:493STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:26:475STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:26:528STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:26:528STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1015

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:26:528STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:28:676STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:28:735STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:29:078STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:29:309STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:29:377STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:29:727STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:29:958STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:30:029STACK[AI0] Sync took 1.307164 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:30:030STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:31:998STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:31:999STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1016

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:31:999STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:31:999STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:34:240STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:34:306STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:34:668STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:35:087STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:35:141STACK[AI0] Sync took 0.9066157 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:35:141STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:37:392STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:37:392STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1017

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:37:392STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:37:392STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:39:619STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:39:669STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:39:974STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:40:341STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:40:445STACK[AI0] Sync took 0.8046043 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:40:445STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:42:258STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:42:258STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1018

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:42:258STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:42:362STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:44:531STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:44:586STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:44:892STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:45:259STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:45:353STACK[AI0] Sync took 0.8041044 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:45:353STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:47:212STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:47:212STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1019

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:47:212STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:47:376STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:49:587STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:49:639STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:49:950STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:50:316STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:50:367STACK[AI0] Sync took 0.8041018 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:50:367STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:52:654STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:52:655STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1020

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:52:655STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:52:702STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:54:963STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:55:026STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:55:390STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:55:815STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:55:815STACK[AI0] Sync took 0.9046126 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:55:815STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:57:688STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:57:688STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1021

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:57:688STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:56:57:763STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:56:59:975STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:00:026STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:00:319STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:00:657STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:00:786STACK[AI0] Sync took 0.8051002 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:00:786STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:02:724STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:02:724STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1022

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:02:724STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:02:783STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:05:002STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:05:057STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:05:375STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:05:734STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:05:803STACK[AI0] Sync took 0.8051059 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:05:803STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:06:047STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000057F, [Empire0], ContextGUID: 0, ResourceName: Luxury8, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:08:170STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:08:170STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1023

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:08:170STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:08:232STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:10:424STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:10:466STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:10:780STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:11:166STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:11:267STACK[AI0] Sync took 0.8061005 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:11:267STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:13:221STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:13:222STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1024

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:13:222STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:13:275STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:15:460STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:15:517STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:15:828STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:16:205STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:16:261STACK[AI0] Sync took 0.8046014 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:16:261STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:18:083STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:18:083STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1025

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:18:083STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:18:206STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:20:443STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:20:493STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:20:801STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:21:160STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:21:220STACK[AI0] Sync took 0.8056009 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:21:220STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:23:488STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:23:489STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1026

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:23:489STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:23:539STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:24:053STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000580, [Empire0]: StarSystemGUID: 1674, SystemSupervisorDefinitionName: SystemSupervisorApproval

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:24:157STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000581, [Empire0]: System #1674

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:25:744STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:25:788STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:26:152STACKCannot find the GuiElement 'ShipDesign#2116'

Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo)
Gui:GetTitle(System.Reflection.ParameterInfo)
GuiColonizedStarSystem:get_ConstructionQueue()
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCell:SetComparable(System.Reflection.ParameterInfo)
GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:BindCell(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:RefreshLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
StarSystemsManagementPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:57:26:235STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:26:547STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:26:617STACK[AI0] Sync took 0.9111099 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:26:617STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:28:800STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:28:800STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1027

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:28:800STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:28:854STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:31:104STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:31:150STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:31:403STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:31:703STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:31:798STACK[AI0] Sync took 0.7100838 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:31:798STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:34:104STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:34:104STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1028

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:34:104STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:34:273STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:36:490STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:36:536STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:36:785STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:37:102STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:37:226STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000582, [Empire0]: StarSystemGUID: 635, SystemSupervisorDefinitionName: SystemSupervisorScience

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:37:226STACK[AI0] Sync took 0.7050915 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:37:226STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:37:325STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000583, [Empire0]: System #635

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:39:889STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:39:889STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1029

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:39:889STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:40:022STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:42:233STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:42:275STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:42:536STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:42:841STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:42:890STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000584, [Empire0]: StarSystemGUID: 635, SystemSupervisorDefinitionName: SystemSupervisorApproval

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:42:970STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000585, [Empire0]: System #635

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:43:056STACK[AI0] Sync took 0.8091009 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:43:056STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:45:315STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:45:315STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1030

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:45:315STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:45:414STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:47:616STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:47:659STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:47:920STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:48:234STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:48:322STACK[AI0] Sync took 0.7141131 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:48:322STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:50:596STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:50:597STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1031

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:50:597STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:50:634STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:52:880STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:52:932STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:53:181STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:53:485STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:53:664STACK[AI0] Sync took 0.8136018 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:53:665STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:54:743STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000586, [Empire0]: StarSystemGUID: 2613, SystemSupervisorDefinitionName: SystemSupervisorApproval

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:54:841STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000587, [Empire0]: System #2613

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:56:546STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:56:546STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1032

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:56:546STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:56:633STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:58:838STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:58:876STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:59:131STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:59:432STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:57:59:538STACK[AI0] Sync took 0.7090915 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:57:59:538STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:01:896STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:01:896STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1033

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:01:896STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:02:053STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:04:321STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:04:375STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:04:684STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:05:105STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:05:211STACK[AI0] Sync took 0.9076148 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:05:211STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:07:596STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:07:597STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1034

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:07:597STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:07:656STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:09:949STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:09:949STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:10:218STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:10:604STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:10:731STACK[AI0] Sync took 0.8081013 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:10:731STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:13:339STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:13:339STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1035

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:13:339STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:13:426STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:15:654STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:15:695STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:16:040STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:16:375STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:16:485STACK[AI0] Sync took 0.8056045 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:16:485STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 37)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:18:754STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:18:754STACK[AI0] TaskFailed Buyout constructible Neural Robotics/ 1036

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:18:754STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:18:883STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:20:793STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:20:918STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:21:034STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:21:094STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:21:094STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:21:278STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:21:628STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:21:805STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:21:805STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:22:040STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:22:063STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:22:213STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:27:033STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:27:033STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:28:526STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:28:658STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.02 Politics02 = 0.01 Politics03 = 0.09 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.88 Politics00 = 0.00 TOTAL_SCORE = 4727.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:28:717STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000589, [Empire0]: System #1870

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:28:779STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000058A, [Empire0]: System #1710

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:28:836STACKPreprocessor failed because the number of new population (5) is different from the number of current populations (6).

DepartmentOfTheInterior:ReorganizePopulationsOnSystemPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:28:836STACKPreprocessor failed because the number of new population (9) is different from the number of current populations (10).

DepartmentOfTheInterior:ReorganizePopulationsOnSystemPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:28:904STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000058B, [Empire0]: System #1765

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:29:076STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.14 Politics02 = 0.56 Politics03 = 0.10 Politics04 = 0.03 Politics05 = 0.03 Politics06 = 0.14 Politics00 = 0.00 TOTAL_SCORE = 368.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:29:076STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000058C, [Empire0]: System #1674

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:29:192STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.28 Politics02 = 0.09 Politics03 = 0.15 Politics04 = 0.20 Politics05 = 0.00 Politics06 = 0.28 Politics00 = 0.00 TOTAL_SCORE = 286.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:29:192STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000058D, [Empire0]: System #635

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:29:286STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000058E, [Empire0]: System #2613

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:29:406STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:29:460STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.07 Politics02 = 0.12 Politics03 = 0.25 Politics04 = 0.17 Politics05 = 0.28 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 213.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:29:560STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000058F, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:29:560STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:407STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:407STACKDisposing Encounter 2704

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:407STACKDisposing Encounter 2705

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:407STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:407STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:407STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:408STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:408STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:408STACK[ChatMessage] RECV: l:/_turn/38 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:35:703STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000591, [Empire0], ColonizedStarSystemGUID: 2289, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:36:182STACK[Empire 0] OrderSendAutomatedShip preprocessor failed: Janus (ColonizedStarSystem#2289) has no OutpostMigrationFlux

DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:36:298STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000594, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:36:298STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:36:493STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000595, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:36:493STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:37:749STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:38:359STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:38:495STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:38:534STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:38:534STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:38:535STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:38:710STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:38:710STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:39:584STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:39:584STACK[ChatMessage] RECV: l:/_turn/38 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:39:601STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:39:601STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:39:602STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:39:673STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:41:074STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000059F, [Empire5]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:41:244STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000005A0, [Empire5], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1750

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:41:516STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:41:516STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:41:604STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:42:603STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:42:657STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:42:735STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:42:735STACK[AI0] Sync took 1.106648 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:42:735STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:52:256STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:52:434STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:52:434STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:52:496STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005A1, Ticket: 0000049F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:52:496STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:52:611STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000005A2, Ticket: 000004A0

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:52:673STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:58:52:724STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000005A3, Ticket: 000004A1

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:52:724STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_EmpireDevelopment_Stage4_A

GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestObjectiveTitle:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DeedCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:58:58:181STACK[Quests] Could not find Small icon texture for step gui element objective set 0 in quest gui element Deeds_Regular_EmpireDevelopment_Stage4_A

GuiQuest:SetupObjectiveTitle(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestObjectiveTitle:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DeedCompletedNotificationWindow:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:ShowWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:ShowGuiNotification(System.Reflection.ParameterInfo)
GuiNotificationManager:ToggleGuiNotification(System.Reflection.ParameterInfo)
NotificationItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseDown(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

10:59:05:519STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#000005EC, Ticket: 000004E9, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfCommerce+c__Iterator15C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:05:960STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#000005EF, Ticket: 000004EC, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:05:960STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:06:124STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:12:738STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:12:738STACKCannot find the ExtendedGuiElement 'AtWarStatus'

Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:12:739STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:12:739STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:12:739STACKThe property HappinessPenaltyPerRepresentative doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GovernmentTypeSidePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:13:273STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:13:668STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:13:765STACK[AI0] Sync took 21.082137 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:13:765STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:13:890STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000623, [Empire17], Entity index: 3192

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:13:994STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000624, [Empire17], Entity index: 3188

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:061STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000625, [Empire17], Entity index: 3187

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:149STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000626, [Empire17], Entity index: 3186

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:243STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000627, [Empire17], Entity index: 3185

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:318STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000628, [Empire17], Entity index: 3183

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:409STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000629, [Empire17], Entity index: 3182

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:489STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062A, [Empire17], Entity index: 3180

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:576STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062B, [Empire17], Entity index: 3177

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:693STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062C, [Empire17], Entity index: 3176

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:762STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062D, [Empire17], Entity index: 3175

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:866STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062E, [Empire17], Entity index: 3173

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:14:952STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000062F, [Empire17], Entity index: 3171

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:059STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000630, [Empire17], Entity index: 3169

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:148STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000631, [Empire17], Entity index: 3168

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:251STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000632, [Empire17], Entity index: 3167

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:343STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000633, [Empire17], Entity index: 3166

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:455STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000634, [Empire17], Entity index: 3163

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:548STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000635, [Empire17], Entity index: 3162

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:634STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000636, [Empire17], Entity index: 3161

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:737STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000637, [Empire17], Entity index: 3160

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:814STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000638, [Empire17], Entity index: 3159

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:15:900STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000639, [Empire17], Entity index: 3157

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:17:232STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:17:414STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000647, Ticket: 0000052B, [Empire2], system guid: 1286, contruction guid: 2777, resource name : EmpireEmpirePoint, buyout cost: 393.3202

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:17:414STACKThe construction 2777 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:19:457STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:19:487STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:19:691STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:19:958STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:20:061STACK[AI0] Sync took 0.6050782 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:20:062STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:22:589STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:24:841STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:24:869STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:25:069STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:25:419STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:25:520STACK[AI0] Sync took 0.7035908 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:25:520STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:27:738STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:29:966STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:29:986STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:30:111STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:30:293STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:30:472STACK[AI0] Sync took 0.5035646 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:30:473STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:32:708STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:34:909STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:34:937STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:35:141STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:35:886STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:36:039STACK[AI0] Sync took 1.1201388 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:36:040STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:37:940STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:40:173STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:40:189STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:40:313STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:40:481STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:40:686STACK[AI0] Sync took 0.5055661 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:40:687STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:42:687STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:44:920STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:44:953STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:45:153STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:45:431STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:45:635STACK[AI0] Sync took 0.7070942 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:45:635STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:47:755STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:49:982STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:50:001STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:50:133STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:50:337STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:50:503STACK[AI0] Sync took 0.508059 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:50:503STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:52:059STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:52:059STACKCannot find the ExtendedGuiElement 'AtWarStatus'

Amplitude.Unity.Gui.Gui:GetSymbolString(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ComputePropertySymbol(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseBinaryModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:52:060STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:52:060STACKThe property Politics06ToPolitics06 doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCollectionMarker:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:RefreshCollectionMarker(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusArc:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:RefreshPopulationCensusArc(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationCensusPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:52:060STACKThe property HappinessPenaltyPerRepresentative doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GovernmentTypeSidePanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

10:59:53:002STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:55:253STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:55:317STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:55:656STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:56:109STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:56:279STACK[AI0] Sync took 1.0051218 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:56:279STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:56:744STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000670, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

10:59:58:265STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

10:59:59:729STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000674, [Empire0], Entity index: 722

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:00:515STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:00:572STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:00:915STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:01:342STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:01:520STACK[AI0] Sync took 1.0081547 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:01:520STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:03:722STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:05:963STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:06:026STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:06:406STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:06:852STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:06:913STACK[AI0] Sync took 1.0051254 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:06:913STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:09:340STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:11:064STACK[Order] OrderMergeFleets::DepartmentOfDefense/OrderMergeFleets#00000675, Ticket: 00000557, [Empire0], DestinationFleet: 1874, FleetsGUID: 1874,2548

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:11:131STACKTrying to refresh a GarrisonPanel with a null Garrison.

GarrisonPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:00:11:529STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:11:593STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:11:991STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:12:452STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:12:522STACK[AI0] Sync took 1.005126 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:12:522STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:14:686STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:16:898STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:16:976STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:17:430STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:17:843STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:17:962STACK[AI0] Sync took 1.1061357 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:17:962STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:19:768STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:21:455STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000676, [Empire0]: StarSystemGUID: 2289, SystemSupervisorDefinitionName: SystemSupervisorApproval

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:21:663STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000678, [Empire0]: System #2289

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:21:997STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:22:043STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:22:371STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:22:807STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:22:903STACK[AI0] Sync took 0.9066174 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:22:903STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:25:118STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:27:338STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:27:390STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:27:715STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:28:101STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:28:156STACK[AI0] Sync took 0.804602 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:28:156STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:30:266STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:32:486STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:32:545STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:32:904STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:33:309STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:33:371STACK[AI0] Sync took 0.9051134 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:33:371STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:35:395STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:36:047STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#0000067A, [Empire0]: 2289 2797 Begin 0

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:37:613STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:37:662STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:37:976STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:38:408STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:38:530STACK[AI0] Sync took 0.9051118 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:38:530STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:40:601STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:42:854STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:42:908STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:43:083STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:43:243STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:44:001STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:44:001STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:44:106STACK[AI0] Sync took 1.285658 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:44:107STACK[AI0] [MainState] Start decision number 19 (state: OthersWantToEndTheTurn, turn: 38)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:46:156STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:00:46:268STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:46:268STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:46:426STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:46:752STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:46:908STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:46:908STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:46:961STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:47:023STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:47:182STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:51:458STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:51:458STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:52:645STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.02 Politics02 = 0.01 Politics03 = 0.09 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.88 Politics00 = 0.00 TOTAL_SCORE = 4738.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:53:052STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.13 Politics02 = 0.58 Politics03 = 0.10 Politics04 = 0.03 Politics05 = 0.03 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 373.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:53:190STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.29 Politics02 = 0.11 Politics03 = 0.13 Politics04 = 0.20 Politics05 = 0.00 Politics06 = 0.27 Politics00 = 0.00 TOTAL_SCORE = 281.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:53:410STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:53:410STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:53:436STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.06 Politics02 = 0.11 Politics03 = 0.26 Politics04 = 0.19 Politics05 = 0.26 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 230.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:53:523STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000067B, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:53:523STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:564STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:565STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:565STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:565STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:565STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:565STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:565STACK[ChatMessage] RECV: l:/_turn/39 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:786STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#0000067D, [Empire0], ColonizedStarSystemGUID: 2227, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:898STACK[Empire 0] OrderSendAutomatedShip preprocessor failed: Jundur (ColonizedStarSystem#2227) has no OutpostMigrationFlux

DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:57:951STACK[Order] OrderTriggerStarSystemRebellion::DepartmentOfTheInterior/OrderTriggerStarSystemRebellion#0000067F, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator232:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:58:077STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000680, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:58:078STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:58:612STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator173:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:59:101STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:59:423STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:59:471STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:59:531STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:59:532STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:59:532STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:59:645STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:00:59:646STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:00:445STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:00:446STACK[ChatMessage] RECV: l:/_turn/39 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:00:469STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:00:469STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:00:469STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:00:509STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:00:984STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000068C, [Empire7]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:01:093STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000068D, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1400

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:01:253STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:01:315STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000068F, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1232

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:01:527STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000691, [Empire14]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:01:640STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000692, [Empire14], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1750

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:01:798STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:01:798STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:01:913STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:02:972STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:03:023STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:03:023STACK[AI0] Sync took 1.1071398 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:03:023STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:03:070STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:10:416STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:10:712STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:10:712STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:10:767STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000693, Ticket: 0000055A

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:10:858STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:10:956STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000694, Ticket: 0000055B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:11:038STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:24:019STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000006D8, Ticket: 0000059D, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade6, ConstructionGameEntityGUID: 2819, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:24:395STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000006DA, Ticket: 0000059F, [Empire2], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade2, ConstructionGameEntityGUID: 2822, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:26:477STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:35:285STACKCancelling actions on Gatria (71) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:36:037STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000718, [Empire3], ContextGUID: 0, ResourceName: Luxury6, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:36:237STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000719, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:36:424STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000071A, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:36:598STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000071B, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:37:338STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:38:004STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:38:063STACK[AI0] Sync took 27.0738868 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:38:064STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:38:476STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000721, [Empire17], Entity index: 3336

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:38:579STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000722, [Empire17], Entity index: 3334

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:38:695STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000723, [Empire17], Entity index: 3333

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:38:796STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000724, [Empire17], Entity index: 3332

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:38:910STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000725, [Empire17], Entity index: 3331

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:39:013STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000726, [Empire17], Entity index: 3330

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:39:122STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000727, [Empire17], Entity index: 3326

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:39:221STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000728, [Empire17], Entity index: 3325

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:39:329STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000729, [Empire17], Entity index: 3321

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:39:445STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000072A, [Empire17], Entity index: 3320

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:39:581STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000072B, [Empire17], Entity index: 3317

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:39:689STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000072C, [Empire17], Entity index: 3314

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:39:851STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000072D, [Empire17], Entity index: 3311

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:40:005STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000072E, [Empire17], Entity index: 3309

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:40:190STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000072F, [Empire17], Entity index: 3307

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:40:190STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:40:341STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000730, [Empire17], Entity index: 3306

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:40:510STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000731, [Empire17], Entity index: 3302

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:40:674STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000732, [Empire17], Entity index: 3298

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:40:844STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000733, [Empire17], Entity index: 3295

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:40:996STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000734, [Empire17], Entity index: 3292

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:42:430STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:42:544STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000073E, Ticket: 000005E5, [Empire3], system guid: 1657, contruction guid: 2827, resource name : EmpireMoney, buyout cost: 1123.27

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:42:544STACKThe construction 2827 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:42:907STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:43:947STACKCancelling actions on Jyem (199) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:44:118STACKEntering state ServerGroundBattleState_Setup

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
ServerGroundBattleState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_AI_PrepareSync:UpdateGroundBattles()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:44:118STACKEntering state ServerGroundBattleState_WaitForStrategies

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_AI_PrepareSync:UpdateGroundBattles()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:44:859STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:45:618STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:45:619STACK[AI0] Sync took 3.2184028 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:45:619STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:45:725STACK[Order] OrderRecruitHero::DepartmentOfEducation/OrderRecruitHero#0000074A, Ticket: 000005EE, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfEducation+c__Iterator1B9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:48:237STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:50:446STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:50:698STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:51:243STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:51:952STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:51:952STACK[AI0] Sync took 1.5092006 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:51:952STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:54:005STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:56:234STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:56:322STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:56:872STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:57:410STACK[AI0] Sync took 1.2066538 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:57:411STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:01:57:489STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:01:59:448STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:01:615STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:01:678STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:02:213STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:02:849STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:02:849STACK[AI0] Sync took 1.207171 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:02:849STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:04:990STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:07:192STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:07:280STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:07:799STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:08:769STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:08:769STACK[AI0] Sync took 1.5681996 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:08:770STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:10:663STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:12:894STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:12:993STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:13:516STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:14:149STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:14:149STACK[AI0] Sync took 1.3081608 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:14:149STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:16:095STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:18:319STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:18:406STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:18:924STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:19:546STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:19:638STACK[AI0] Sync took 1.3076632 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:19:638STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:20:267STACKEntering state ServerGroundBattleState_Report

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
ServerGroundBattleState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:20:268STACKEntering state ServerGroundBattleState_Finish

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
ServerGroundBattleState_Finish:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:20:268STACKEntering state ServerGroundBattleState_Finished

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:20:446STACKTexture 'Bitmaps/Dynamic/GroundBattle/GroundBattleAttackerStrategyPirateEmpire' not found for GuiElement 'GroundBattleAttackerStrategyPirateEmpire'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapper:GetImage(System.Reflection.ParameterInfo)
GroundBattlePlayCard:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundBattleReportNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:02:21:619STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:23:867STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:23:953STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:24:453STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:25:058STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:25:058STACK[AI0] Sync took 1.20765 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:25:058STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:27:400STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:29:667STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:29:743STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:30:236STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:30:820STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:30:820STACK[AI0] Sync took 1.2066478 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:30:820STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:32:926STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:35:162STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:35:207STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:35:456STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:35:880STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:35:972STACK[AI0] Sync took 0.8161018 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:35:972STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:37:629STACKUnload material GasAlkaliPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

11:02:37:629STACKUnload material GasWaterCloudsPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

11:02:37:629STACKUnload material BorealPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

11:02:37:629STACKUnload material SnowPlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

11:02:37:629STACKUnload material IcePlanetMat

PlanetoidRendererManager+AsyncMaterial:Unload(System.Reflection.ParameterInfo)
PlanetoidRendererManager+MaterialHolder:OnPostRender(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager:OnPreCullHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreCull()

11:02:39:964STACKIn [SS_Heroes_03] Unable to find sub game object [Dummy_Root/Base]

GalaxyModuleHull:Load()
GalaxyModule:ForceLoadIFN()
ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:02:39:964STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull03]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:02:39:964STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:41:526STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:41:560STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:41:706STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:41:994STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:42:141STACK[AI0] Sync took 0.6150793 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:42:141STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:45:115STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:47:373STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:47:409STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:47:578STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:47:838STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:47:991STACK[AI0] Sync took 0.6085763 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:47:991STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:50:525STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:52:738STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:52:760STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:52:926STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:53:192STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:53:376STACK[AI0] Sync took 0.6140774 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:53:377STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:55:904STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:58:099STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:58:131STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:58:307STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:58:561STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:02:58:708STACK[AI0] Sync took 0.6080742 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:02:58:708STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:01:672STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:03:916STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:03:952STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:04:146STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:04:423STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:04:513STACK[AI0] Sync took 0.6120752 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:04:513STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:06:908STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:03:06:950STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:09:197STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:09:249STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:09:566STACKCannot find the GuiElement 'ShipDesign#1339'

Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo)
Gui:GetTitle(System.Reflection.ParameterInfo)
GuiColonizedStarSystem:get_ConstructionQueue()
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCell:SetComparable(System.Reflection.ParameterInfo)
GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:RefreshLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SystemSelectionModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:03:09:566STACKCannot find the GuiElement 'ShipDesign#2116'

Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo)
Gui:GetTitle(System.Reflection.ParameterInfo)
GuiColonizedStarSystem:get_ConstructionQueue()
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCell:SetComparable(System.Reflection.ParameterInfo)
GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:RefreshLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SystemSelectionModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:03:09:772STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:10:038STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:10:208STACK[AI0] Sync took 1.0186319 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:10:208STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:12:517STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:14:756STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:14:793STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:14:989STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:15:272STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:15:438STACK[AI0] Sync took 0.7035872 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:15:438STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:17:476STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:19:630STACKCannot find the GuiElement 'TemporaryEffectEmpireRebellion'

Amplitude.Unity.Gui.Gui:GetAltTitle(System.Reflection.ParameterInfo)
Gui:GetAltTitle(System.Reflection.ParameterInfo)
SimulationEffectParser:GenerateEffectDescriptionFromSummary(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationPropertyModifiers(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureModifiers:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

11:03:19:690STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:19:723STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:19:929STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:20:174STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:20:314STACK[AI0] Sync took 0.6030745 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:20:314STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:23:122STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:25:322STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:25:360STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:25:555STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:25:824STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:25:959STACK[AI0] Sync took 0.6085785 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:25:959STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:28:016STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:30:209STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:30:238STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:30:438STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:30:688STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:30:805STACK[AI0] Sync took 0.6030774 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:30:806STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:33:325STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:35:586STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:35:637STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:35:880STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:36:259STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:36:292STACK[AI0] Sync took 0.7100899 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:36:292STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:39:183STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:41:441STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:41:500STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:41:781STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:42:057STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:42:221STACK[AI0] Sync took 0.8045994 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:42:221STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:44:559STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:46:815STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:46:870STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:47:242STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:47:687STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:47:748STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000769, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:47:820STACK[AI0] Sync took 1.020132 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:47:821STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:49:729STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:51:939STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:51:973STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:52:243STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:52:565STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:52:662STACK[AI0] Sync took 0.7060898 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:52:662STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:54:604STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:56:783STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:56:832STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:57:111STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:57:458STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:03:57:524STACK[AI0] Sync took 0.7050921 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:03:57:524STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:00:004STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:02:229STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:02:280STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:02:633STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:03:042STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:03:228STACK[AI0] Sync took 1.0051264 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:03:228STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:05:407STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:07:642STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:07:700STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:08:041STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:08:459STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:08:571STACK[AI0] Sync took 0.9046124 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:08:571STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:10:579STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:12:772STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:12:807STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:13:158STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:13:579STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:13:700STACK[AI0] Sync took 0.906114 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:13:700STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:15:838STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:18:079STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:18:142STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:18:516STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:18:966STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:18:966STACK[AI0] Sync took 0.9061178 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:18:966STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:20:974STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:23:174STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:23:226STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:23:599STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:24:043STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:24:220STACK[AI0] Sync took 1.0056281 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:24:220STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:26:110STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:28:300STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:28:362STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:28:719STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:29:129STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:29:250STACK[AI0] Sync took 0.9051172 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:29:250STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:31:584STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:33:782STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:33:837STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:34:116STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#0000076C, [Empire0]: StarSystemGUID: 2227, SystemSupervisorDefinitionName: SystemSupervisorApproval

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:34:359STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#0000076E, [Empire0]: System #2227

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:34:770STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:35:244STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:35:301STACK[AI0] Sync took 1.5096928 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:35:301STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:37:343STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:39:525STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:39:589STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:39:960STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:40:481STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:40:541STACK[AI0] Sync took 1.0121282 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:40:541STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:42:585STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:42:711STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000771, [Empire0]: 2227 2840 Begin 1

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:44:778STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:44:825STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:45:189STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:45:632STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:45:696STACK[AI0] Sync took 0.9046117 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:45:696STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:48:124STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:50:310STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:50:359STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:50:718STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:50:955STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:51:015STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:51:382STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:51:608STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:51:736STACK[AI0] Sync took 1.4076777 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:51:737STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:53:824STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:56:038STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:56:093STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:56:464STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:56:916STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:04:56:974STACK[AI0] Sync took 0.9061163 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:56:974STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:04:59:106STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:01:309STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:01:355STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:01:709STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:02:110STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:02:191STACK[AI0] Sync took 0.904613 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:02:191STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:04:821STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:07:042STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:07:103STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:07:495STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:07:956STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:08:035STACK[AI0] Sync took 1.0056224 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:08:035STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:10:032STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:12:255STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:12:319STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:12:716STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:13:330STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:13:462STACK[AI0] Sync took 1.2071524 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:13:463STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:15:483STACK[Order] OrderScrapShips::DepartmentOfDefense/OrderScrapShips#00000776, Ticket: 0000060C, [Empire0], ShipsGUID: 1173,2115

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator182:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:15:510STACKTrying to refresh a GarrisonPanel with a null Garrison.

GarrisonPanel:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:05:15:718STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:17:864STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:17:922STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:18:296STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:18:548STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:18:611STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:19:002STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:19:267STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:19:322STACK[AI0] Sync took 1.4091736 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:19:323STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:21:735STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:23:971STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:24:051STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:24:471STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:24:977STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:25:053STACK[AI0] Sync took 1.1066422 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:25:053STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:27:164STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:29:360STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:29:412STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:29:801STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:30:255STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:30:383STACK[AI0] Sync took 1.0061295 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:30:383STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:32:518STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:34:715STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:34:781STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:35:194STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:35:699STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:35:699STACK[AI0] Sync took 1.0076232 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:35:699STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:37:614STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:40:269STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:40:293STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:40:684STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:41:160STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:41:161STACK[AI0] Sync took 0.9056152 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:41:161STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 39)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:43:306STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:43:773STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:43:926STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:43:987STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:05:44:122STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:44:123STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:44:123STACKDisposing #2833 ServerGroundBattle

ServerGroundBattle:Dispose()
ServerGroundBattle:RemoveIfFinished()
ServerGroundBattleRepository:UpdateServerGroundBattles()
GameServerState_Turn_Finished:UpdateGroundBattles()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:44:328STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:44:740STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:44:927STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:44:927STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:45:099STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:54:573STACK[Elect] Empire#0: Selected action 'ElectionActionNoneDictatorship' on 'Politics06'.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
ElectionBeforePanel:OnNextStepCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:05:54:643STACKOrderApplyElectionAction ElectionActionName: ElectionActionNoneDictatorship

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:54:717STACK[rseed] 635

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:54:798STACK[rseed] 1125

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:54:875STACK[rseed] 1710

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:54:936STACK[rseed] 1870

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:55:017STACK[rseed] 1765

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:55:078STACK[rseed] 1674

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:55:150STACK[rseed] 2460

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:55:232STACK[rseed] 2613

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:55:294STACK[rseed] 2343

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:55:366STACK[rseed] 2289

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:05:55:446STACK[rseed] 2227

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:15:727STACK[Election] CANDIDATES [0] Politics06 1 0 REP_VOTES

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:041STACK[Elect] Empire#1: Using default action 'ElectionActionDefault'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator293:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:041STACK[Elect] Empire#1: Selected action 'ElectionActionDefault' on ''.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator293:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:196STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:272STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:272STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:272STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:272STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:272STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:272STACK[rseed] 638

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:343STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:344STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:344STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:344STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:344STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:344STACK[rseed] 1093

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:412STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:412STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:412STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:412STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:413STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:413STACK[rseed] 1582

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:481STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:481STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:481STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:481STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:481STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:482STACK[rseed] 1834

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:552STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:552STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:552STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:552STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:552STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:552STACK[rseed] 2059

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:627STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:627STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:627STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:627STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:627STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:21:628STACK[rseed] 2098

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:022STACK[Election] CANDIDATES [0] Politics06 0.2941177 15 [1] Politics02 0.2745098 14 [2] Politics05 0.1568628 8 REP_VOTES Dorado Politics02 Dorado Politics02 Dorado Politics02 Megrez Politics02 Megrez Politics02 Megrez Politics02 Lors Politics02 Lors Politics02 Maaz Politics02 Maaz Politics02 Viacherus Politics02 Viacherus Politics02 Pollux Politics02 Pollux Politics02 Dorado Politics05 Dorado Politics05 Dorado Politics05 Dorado Politics05 Megrez Politics05 Lors Politics05 Viacherus Politics05 Viacherus Politics05 Dorado Politics03 Dorado Politics03 Megrez Politics03 Megrez Politics03 Megrez Politics03 Viacherus Politics03 Viacherus Politics03 Dorado Politics06 Dorado Politics06 Dorado Politics06 Megrez Politics06 Megrez Politics06 Megrez Politics06 Megrez Politics06 Lors Politics06 Maaz Politics06 Maaz Politics06 Maaz Politics06 Viacherus Politics06 Viacherus Politics06 Viacherus Politics06 Pollux Politics06 Dorado Politics01 Dorado Politics01 Dorado Politics01 Megrez Politics01 Lors Politics01 Lors Politics01 Maaz Politics01

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:305STACK[Elect] Empire#2: Using default action 'ElectionActionDefault'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator293:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:306STACK[Elect] Empire#2: Selected action 'ElectionActionDefault' on ''.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator293:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:433STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefault

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:508STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:508STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:508STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:508STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:508STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:509STACK[rseed] 641

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:575STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:575STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:575STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:576STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:576STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:576STACK[rseed] 1152

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:641STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:641STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:641STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:642STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:642STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:642STACK[rseed] 1286

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:714STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:715STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:715STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:715STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:715STACKElectionActionInfo is not correctly set.

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputePoliticsBaseWeights(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:22:715STACK[rseed] 1397

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:103STACK[Election] CANDIDATES [0] Politics04 0.2380952 10 [1] Politics03 0.2142857 9 REP_VOTES Acamar Politics01 Acamar Politics01 Acamar Politics01 Acamar Politics01 Cheng Politics01 Cheng Politics01 Galtur Politics01 Jyem Politics01 Jyem Politics01 Acamar Politics06 Acamar Politics06 Acamar Politics06 Cheng Politics06 Galtur Politics06 Jyem Politics06 Jyem Politics06 Acamar Politics02 Acamar Politics02 Cheng Politics02 Jyem Politics02 Jyem Politics02 Jyem Politics02 Jyem Politics02 Acamar Politics03 Acamar Politics03 Acamar Politics03 Acamar Politics03 Cheng Politics03 Galtur Politics03 Jyem Politics03 Jyem Politics03 Jyem Politics03 Acamar Politics04 Cheng Politics04 Cheng Politics04 Galtur Politics04 Galtur Politics04 Galtur Politics04 Galtur Politics04 Jyem Politics04 Jyem Politics04 Jyem Politics04

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:370STACK[Elect] Empire#3: Using default action 'ElectionActionDefaultDictatorship'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator293:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:371STACK[Elect] Empire#3: Using default politics 'Politics05'

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator293:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:371STACK[Elect] Empire#3: Selected action 'ElectionActionDefaultDictatorship' on 'Politics05'.

Election:SelectElectionAction_OnValidate(System.Reflection.ParameterInfo)
Election+c__Iterator293:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:502STACKOrderApplyElectionAction ElectionActionName: ElectionActionDefaultDictatorship

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDomesticAffairs+c__Iterator19A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:577STACK[rseed] 644

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:642STACK[rseed] 1117

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:694STACK[rseed] 1262

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:768STACK[rseed] 1593

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:23:832STACK[rseed] 1657

ElectionProcessTask_ComputeCandidatePolitics_Weighted:ComputeElection(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ElectionProcessTask_ComputeCandidatePolitics_Weighted+c__Iterator2A0:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine:RunUntilIsFinished()
Election:StartCouncilElectionProcess(System.Reflection.ParameterInfo)
Election+c__Iterator292:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Elections:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:24:211STACK[Election] CANDIDATES [0] Politics05 1 0 REP_VOTES

Senate:ParseElectionResult(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDomesticAffairs+c__Iterator19B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:24:530STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:24:709STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:26:146STACK[Order] OrderRecruitHero::DepartmentOfEducation/OrderRecruitHero#0000078A, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfEducation+c__Iterator1B9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:29:436STACKCould not retrieve ShipDesign 'MFPiratesSmallAttackAvg'

Marketplace:RefillShipsStock(System.Reflection.ParameterInfo)
Marketplace:ITradingManagementService.ServerEndTurn()
GameServerState_Turn_End+c__Iterator469:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:29:742STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:29:742STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:31:202STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.03 Politics02 = 0.01 Politics03 = 0.08 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.87 Politics00 = 0.00 TOTAL_SCORE = 4835.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:31:551STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.13 Politics02 = 0.58 Politics03 = 0.09 Politics04 = 0.04 Politics05 = 0.03 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 365.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:31:792STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.27 Politics02 = 0.10 Politics03 = 0.13 Politics04 = 0.19 Politics05 = 0.00 Politics06 = 0.30 Politics00 = 0.00 TOTAL_SCORE = 291.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:32:027STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.04 Politics02 = 0.09 Politics03 = 0.27 Politics04 = 0.20 Politics05 = 0.27 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 268.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:153STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:153STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:153STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:153STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:153STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:153STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:153STACK[ChatMessage] RECV: l:/_turn/40 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:336STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#0000078B, [Empire1], ColonizedStarSystemGUID: 2330, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:651STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000078D, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:652STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:847STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000078F, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:37:847STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:38:996STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:39:609STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:39:714STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:39:821STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:39:821STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:39:821STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:40:025STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:40:026STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:41:341STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:41:341STACK[ChatMessage] RECV: l:/_turn/40 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:41:360STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:41:360STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:41:360STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:41:446STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:42:251STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000799, [Empire15]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:42:377STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000079A, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1400

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:42:571STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:42:571STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:42:661STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:06:43:920STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:06:44:018STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:44:018STACK[AI0] Sync took 1.3081688 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:06:44:018STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:06:44:126STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:55:020STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:55:332STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:55:332STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:55:332STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:06:55:436STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000079B, Ticket: 0000061C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:06:55:544STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:06:55:651STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000079C, Ticket: 0000061D

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:06:329STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000007DE, Ticket: 0000065B, [Empire1], ShipGUIDs: 2774 , Position: NodeIndex:60, FleetGUID: 2872

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:06:329STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:06:998STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#000007E3, Ticket: 00000660, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:07:106STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000007E4, Ticket: 00000661, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration6, ConstructionGameEntityGUID: 2880, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:08:523STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:12:568STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:12:841STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:12:943STACK[AI0] Sync took 17.4136803 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:12:943STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:13:015STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000829, [Empire17], Entity index: 3472

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:13:093STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082A, [Empire17], Entity index: 3470

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:13:161STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082B, [Empire17], Entity index: 3467

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:13:272STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082C, [Empire17], Entity index: 3466

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:13:371STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082D, [Empire17], Entity index: 3465

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:13:467STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082E, [Empire17], Entity index: 3461

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:13:559STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000082F, [Empire17], Entity index: 3460

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:13:672STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000830, [Empire17], Entity index: 3458

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:13:772STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000831, [Empire17], Entity index: 3456

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:13:869STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000832, [Empire17], Entity index: 3454

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:14:411STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000833, [Empire17], Entity index: 3453

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:14:475STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000834, [Empire17], Entity index: 3451

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:14:565STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000835, [Empire17], Entity index: 3450

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:14:677STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000836, [Empire17], Entity index: 3447

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:14:872STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000837, [Empire17], Entity index: 3442

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:14:935STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000838, [Empire17], Entity index: 3439

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:15:061STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000839, [Empire17], Entity index: 3437

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:15:144STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000083A, [Empire17], Entity index: 3435

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:15:236STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000083B, [Empire17], Entity index: 3434

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:15:324STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000083C, [Empire17], Entity index: 3430

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:15:418STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000083D, [Empire17], Entity index: 3429

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:15:843STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:16:551STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:16:898STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:16:898STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1111

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:16:898STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:17:304STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:17:344STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:18:044STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:18:083STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:18:325STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:18:647STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:18:688STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000853, [Empire0]: StarSystemGUID: 2343, SystemSupervisorDefinitionName: SystemSupervisorApproval

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:18:859STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000855, [Empire0]: System #2343

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:18:859STACK[AI0] Sync took 0.8040996 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:18:859STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:21:490STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#0000086A, Ticket: 000006CE, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:21:555STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:21:555STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1116

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:21:555STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:21:555STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:23:853STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:23:921STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:24:426STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:24:939STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:25:008STACK[AI0] Sync took 1.2066464 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:25:009STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:27:552STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:27:958STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:27:958STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1117

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:27:958STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:28:093STACKBegin encounter simulation ignition 34077

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:28:640STACKEnd encounter simulation ignition 34079

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:28:773STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:29:014STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:29:014STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:29:275STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:29:759STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:29:852STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:30:282STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:30:355STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:30:355STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:30:704STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:31:237STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:32:035STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:32:036STACK[AI0] Sync took 2.2237754 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:32:036STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:32:087STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000879, [Empire0], ConstructibleElementName: TechnologyDefinitionScienceAndExploration13, ConstructionGameEntityGUID: 2913, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:33:398STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:33:473STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:33:474STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:33:823STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:34:760STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:35:084STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:35:084STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1118

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:35:084STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:35:533STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:35:607STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:35:608STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:35:889STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:36:995STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:37:056STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:37:365STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:37:427STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:37:427STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:37:722STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:38:258STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:38:907STACK[AI0] Sync took 1.9102385 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:38:908STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:38:996STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:39:088STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:39:181STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:39:181STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:39:271STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:39:271STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:39:815STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:39:815STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:40:188STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:41:159STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:41:160STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1119

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:41:160STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:41:218STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:43:428STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:43:524STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:44:041STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:44:485STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:44:548STACK[AI0] Sync took 1.1081375 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:44:548STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:44:866STACK[Empire 1] OrderEntityAction preprocessing failed because MoveToFleetActionDefinition cannot be executed with given parameters.

DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:44:867STACKGoToFleetAction #388: MoveTo order failed.

GoToFleetAction:OnMoveToOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:44:930STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:45:172STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000895, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:45:241STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:45:305STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:46:258STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000089A, [Empire0], Entity index: 774

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:46:377STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000089B, [Empire0], Entity index: 645

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:47:081STACK[Empire 1] OrderRepairShips preprocessor failed: EncounterInProgress

DepartmentOfDefense:RepairShipsPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:47:081STACK[AI0] TaskFailed Repair : 2872/ 1344

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:47:081STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfDefense/OrderRepairShips

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:47:140STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:47:141STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1120

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:47:141STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:47:203STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:49:369STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:49:428STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:49:788STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:50:277STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:50:277STACK[AI0] Sync took 0.9061159 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:50:277STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:52:608STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:52:608STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1121

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:52:608STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:52:729STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:54:956STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:55:019STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:55:396STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:55:837STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:55:957STACK[AI0] Sync took 1.0066264 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:55:958STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:58:158STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:07:58:287STACKBegin encounter simulation ignition 34491

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:58:287STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:58:287STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1122

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:58:288STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:58:897STACKEnd encounter simulation ignition 34493

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:58:958STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:59:229STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:59:230STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:07:59:415STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:00:146STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:00:220STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:00:220STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:00:403STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:00:465STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:00:465STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:00:837STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:01:277STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:01:342STACK[AI0] Sync took 0.9051172 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:01:342STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:02:280STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:02:347STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:02:348STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:02:597STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:03:407STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:03:407STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1123

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:03:408STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:03:408STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:03:958STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:04:017STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:04:017STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:04:264STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:04:925STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:04:991STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:04:991STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:05:235STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:05:642STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:05:642STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:05:701STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:05:701STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:05:701STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:05:829STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:05:829STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:06:308STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:06:309STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:06:680STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:06:980STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:07:467STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:07:536STACK[AI0] Sync took 1.9107351 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:07:536STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:07:536STACK[AI0] Cancel Fleet mission without fleet Find all nodes in constellation 1161

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Explore:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:08:07:536STACK[AI0] TaskFailed Find all nodes in constellation/ 1161

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:08:09:761STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:09:761STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1124

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:09:762STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:09:762STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:11:991STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:12:041STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:12:388STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:12:842STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:13:000STACK[AI0] Sync took 1.00563 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:13:000STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:15:705STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:15:705STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1125

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:15:705STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:15:705STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:17:955STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:18:021STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:18:408STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:18:886STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:18:951STACK[AI0] Sync took 1.0061257 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:18:951STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:21:129STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:21:129STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1126

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:21:130STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:21:197STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:23:379STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:23:442STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:23:711STACKCancelling actions on Orm (19) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 0

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:24:184STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:24:633STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:24:704STACK[AI0] Sync took 1.3091639 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:24:704STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:26:983STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:26:983STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1127

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:26:983STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:27:114STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:29:318STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:29:385STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:29:696STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:29:986STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:30:104STACK[AI0] Sync took 0.8041018 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:30:104STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:32:275STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:32:275STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1128

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:32:276STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:32:433STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:34:629STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:34:666STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:34:900STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:35:250STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:35:368STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#000008C8, Ticket: 0000072E, [Empire0], ShipGUIDs: 1343 1341 , Position: NodeIndex:28, FleetGUID: 2919

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:35:368STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:35:456STACK[AI0] Sync took 0.8046014 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:35:457STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:37:865STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:37:865STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1129

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:37:865STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:37:866STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:40:104STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:40:177STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:40:611STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:41:184STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:41:324STACK[AI0] Sync took 1.2081542 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:41:324STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:43:734STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:43:735STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1130

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:43:735STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:43:735STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:45:953STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:46:018STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:46:436STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:46:948STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:47:082STACK[AI0] Sync took 1.1071446 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:47:082STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 40)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:48:473STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:48:611STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:49:449STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:49:449STACK[AI0] TaskFailed Buyout constructible Wave Function Control/ 1131

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:49:449STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:49:582STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:08:49:731STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:49:731STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:49:934STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:50:348STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:50:564STACKDisposing ServerEncounter 2905

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:50:564STACKDisposing ServerEncounter 2916

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:50:564STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:50:565STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:50:624STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:50:690STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:50:895STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:56:214STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:56:214STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:57:680STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.02 Politics02 = 0.01 Politics03 = 0.08 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.87 Politics00 = 0.00 TOTAL_SCORE = 4826.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:57:997STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:58:027STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.14 Politics02 = 0.55 Politics03 = 0.10 Politics04 = 0.03 Politics05 = 0.03 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 396.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:58:131STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:58:131STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:58:131STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:58:175STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.34 Politics02 = 0.10 Politics03 = 0.12 Politics04 = 0.18 Politics05 = 0.00 Politics06 = 0.25 Politics00 = 0.00 TOTAL_SCORE = 301.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:08:58:497STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.04 Politics02 = 0.10 Politics03 = 0.27 Politics04 = 0.21 Politics05 = 0.27 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 277.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:03:862STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:03:863STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:03:863STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:03:863STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:03:863STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:03:863STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:03:863STACKDisposing GroundBattle 2833

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:03:863STACK[ChatMessage] RECV: l:/_turn/41 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:04:608STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#000008CB, [Empire0], ColonizedStarSystemGUID: 2596, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:04:836STACK[Order] OrderTriggerStarSystemRebellion::DepartmentOfTheInterior/OrderTriggerStarSystemRebellion#000008CD, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator232:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:04:962STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000008CE, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:04:962STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:05:612STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator173:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:06:319STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:06:737STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:06:794STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:06:860STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:06:860STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:06:860STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:07:009STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:07:009STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:07:865STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:07:865STACK[ChatMessage] RECV: l:/_turn/41 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:07:884STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:07:884STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:07:884STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:07:932STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:08:620STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:08:620STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:08:759STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:10:015STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:10:093STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:10:154STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:10:154STACK[AI0] Sync took 1.4081763 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:10:155STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:18:361STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:18:662STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:18:663STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:18:663STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:18:760STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000008D9, Ticket: 00000736

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:18:943STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000008DA, Ticket: 00000737

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:18:943STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:30:623STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000091E, Ticket: 00000775, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade7, ConstructionGameEntityGUID: 2937, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:31:732STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000923, Ticket: 0000077A, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration4, ConstructionGameEntityGUID: 2945, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:32:765STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000092B, Ticket: 00000782, [Empire3], ConstructibleElementName: TechnologyDefinitionScienceAndExploration5, ConstructionGameEntityGUID: 2954, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:33:091STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#0000092E, Ticket: 00000785, [Empire3], system guid: 1657, contruction guid: 2903, resource name : EmpireMoney, buyout cost: 660.6735

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:33:091STACKThe construction 2903 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:33:191STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#0000092F, Ticket: 00000786, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfCommerce+c__Iterator15C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:33:851STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:39:677STACKCancelling actions on Hath (37) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:40:063STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000968, [Empire0], ShipGUIDs: 2123 , Position: NodeIndex:16, FleetGUID: 2959

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:40:063STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:40:168STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000969, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:40:300STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000096A, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:40:412STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000096B, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:40:542STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000096C, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:40:703STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000096D, Ticket: 000007BE, [Empire0], ShipGUIDs: 2123 , Position: NodeIndex:16, FleetGUID: 2960

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:40:703STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:40:831STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:41:386STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:41:443STACK[AI0] Sync took 22.5258772 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:41:443STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:41:902STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000972, [Empire17], Entity index: 3610

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:42:021STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000973, [Empire17], Entity index: 3608

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:42:136STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000974, [Empire17], Entity index: 3607

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:42:272STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000975, [Empire17], Entity index: 3605

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:42:394STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000976, [Empire17], Entity index: 3603

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:42:518STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000977, [Empire17], Entity index: 3602

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:42:655STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000978, [Empire17], Entity index: 3601

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:42:772STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000979, [Empire17], Entity index: 3596

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:42:916STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097A, [Empire17], Entity index: 3593

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:43:035STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097B, [Empire17], Entity index: 3591

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:43:158STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097C, [Empire17], Entity index: 3589

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:43:282STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097D, [Empire17], Entity index: 3586

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:43:396STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097E, [Empire17], Entity index: 3585

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:43:528STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000097F, [Empire17], Entity index: 3584

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:43:648STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000980, [Empire17], Entity index: 3583

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:43:769STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000981, [Empire17], Entity index: 3581

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:43:829STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:43:917STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000982, [Empire17], Entity index: 3580

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:44:034STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000983, [Empire17], Entity index: 3578

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:44:161STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000984, [Empire17], Entity index: 3577

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:44:287STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000985, [Empire17], Entity index: 3576

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:44:426STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000986, [Empire17], Entity index: 3573

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:44:557STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000987, [Empire17], Entity index: 3569

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:44:689STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000988, [Empire17], Entity index: 3567

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:46:066STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:47:042STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:48:708STACKCancelling actions on Dorado (372) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:48:978STACKCancelling actions on Xenis (356) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:105STACKEntering state ServerGroundBattleState_Setup

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
ServerGroundBattleState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:106STACKEntering state ServerGroundBattleState_WaitForStrategies

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:340STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#000009AD, Ticket: 000007E0, [Empire2], system guid: 1286, contruction guid: 2947, resource name : EmpireEmpirePoint, buyout cost: 393.3202

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:341STACKThe construction 2947 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:409STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Construction is already bought out

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:409STACK[AI0] TaskFailed Buyout constructible Xenotourism Agencies/ 1141

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:410STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:586STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:792STACK[EntityActions] Invalid GoTo path, as it does not start with the fleet's NextValidPosition

GoToFleetActionDefinition:CheckContext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
EntityActionDefinition:CanBeExecuted(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:793STACK[Empire 0] OrderEntityAction preprocessing failed because GoToFleetActionDefinition cannot be executed with given parameters.

DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:49:926STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:50:008STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:50:464STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:51:324STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:51:324STACK[AI0] Sync took 5.2316592 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:51:324STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:53:996STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:54:975STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:56:038STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:56:148STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:56:149STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:56:234STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:56:779STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:57:583STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:57:583STACK[AI0] Sync took 1.4081805 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:57:583STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:09:58:195STACKBegin encounter simulation ignition 36249

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:58:829STACKEnd encounter simulation ignition 36251

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:58:934STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:59:554STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:59:554STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:09:59:846STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:00:061STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:01:084STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:01:179STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:01:179STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:01:592STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:02:300STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:02:411STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:02:991STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:03:592STACK[AI0] Sync took 1.3071609 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:03:592STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:03:680STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:04:465STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:04:551STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:04:552STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:04:941STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:05:837STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:07:128STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:07:225STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:07:225STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:07:616STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:08:007STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:08:092STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:08:689STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:09:284STACK[AI0] Sync took 1.3066626 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:09:284STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:09:370STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:152STACKEntering state ServerGroundBattleState_Report

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
ServerGroundBattleState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:152STACKEntering state ServerGroundBattleState_Finish

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
ServerGroundBattleState_Finish:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:152STACKEntering state ServerGroundBattleState_Finished

ServerGroundBattleState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerGroundBattle:Update()
GameServerState_Turn_Main:UpdateGroundBattles()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:361STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:471STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:471STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:583STACKTexture 'Bitmaps/Dynamic/GroundBattle/GroundBattleAttackerStrategyPirateEmpire' not found for GuiElement 'GroundBattleAttackerStrategyPirateEmpire'

Amplitude.Unity.Gui.Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Gui:GetTexture(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiWrapper:GetImage(System.Reflection.ParameterInfo)
GroundBattlePlayCard:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GroundBattleReportNotificationWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:10:912STACK[Order] OrderCaptureStarSystemWithGroundBattle::DepartmentOfTheInterior/OrderCaptureStarSystemWithGroundBattle#000009E3, [Empire0], InfluencedColonizedStarSystemGUID: 1710, NewOwnerEmpireIndex: 17, DestroyShips: True, KeepOriginGrowth: False, FromMinorFactionAssimilation: False

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:913STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator155:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:913STACKThe colonized planet 'ColonizedPlanet#666' already contains PlanetImprovements. Loading anyway.

ColonizedPlanet:Load(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateStarSystemAndTransferPlanetsAndPopulationsFromModel(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:913STACK[DepartmentOfIndustry] A construction queue has been removed (empire: #0, context: 'ColonizedStarSystem#1710'.

DepartmentOfIndustry:RemoveQueueFrom(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:10:913STACK[DepartmentOfDomesticAffairs] A council has been removed (empire: #0, context: 'ColonizedStarSystem#1710'.

DepartmentOfDomesticAffairs:RemoveCouncilFrom(System.Reflection.ParameterInfo)
ColonizedStarSystem:UpdateCouncil(System.Reflection.ParameterInfo)
ColonizedStarSystem:SetState(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:SetColonizedStarSystemInLostState(System.Reflection.ParameterInfo)
DepartmentOfTheInterior:UnbindStarSystem(System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator22E:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:11:378STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:11:564STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:12:220STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:12:314STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:12:314STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:12:507STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:12:508STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:13:084STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:13:085STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:13:466STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:13:569STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:13:656STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:14:227STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:15:003STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:15:086STACK[AI0] Sync took 1.5096883 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:15:086STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:15:086STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1226 3

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:10:15:086STACK[AI0] TaskFailed Gameplay Fleet Mission 1226/ 3

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:10:17:299STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:19:499STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:19:593STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:20:150STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:20:350STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:20:445STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:21:016STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:21:686STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:21:687STACK[AI0] Sync took 2.212777 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:21:687STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:23:791STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:26:065STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:26:177STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:26:712STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:27:164STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:27:227STACK[AI0] Sync took 1.2076503 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:27:227STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:29:842STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:32:087STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:32:173STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:32:675STACKBegin encounter simulation ignition 36595

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:288STACKEnd encounter simulation ignition 36597

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:411STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:412STACKUnbinding service [ScanViewBattleRenderer] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
ScanViewBattleRenderer:Unload()
ExternalViewRenderer:UnloadGalaxyViewTechniqueAncillary()
ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
ExternalViewRenderer:IExternalViewRendererService.Disable()
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator44A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:412STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
ExternalViewRenderer:UnloadFxSystem()
ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
ExternalViewRenderer:IExternalViewRendererService.Disable()
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator44A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:412STACK[HxFxSystemComponentTextureAtlasManager] unassigning texture mapping CP to global name [_AtlasTexCoords].

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
ExternalViewRenderer:UnloadFxSystem()
ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
ExternalViewRenderer:IExternalViewRendererService.Disable()
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator44A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:412STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
ExternalViewRenderer:UnloadFxSystem()
ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
ExternalViewRenderer:IExternalViewRendererService.Disable()
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator44A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:413STACKUnbinding service [ILodService] with context [Default]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LodServiceImplementation:Unload()
HxFxSystemComponentLodManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
ExternalViewRenderer:UnloadFxSystem()
ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
ExternalViewRenderer:IExternalViewRendererService.Disable()
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator44A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:413STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Unload()
CameraPreRenderHookHandler:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
ExternalViewRenderer:IExternalViewRendererService.Disable()
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator44A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:413STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Unload()
CameraPreRenderHookHandler:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
ExternalViewRenderer:IExternalViewRendererService.Disable()
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator44A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:33:413STACKUnbinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Unload()
CameraPreRenderHookHandler:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
ExternalViewRenderer:Unload(System.Reflection.ParameterInfo)
ExternalViewRenderer:IExternalViewRendererService.Disable()
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator44A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:34:549STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo)
UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo)
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:549STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.Object:Internal_CloneSingle(System.Reflection.ParameterInfo)
UnityEngine.Object:Instantiate(System.Reflection.ParameterInfo)
GalaxyEncounter+c__Iterator4C3:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:549STACKInitializing GalaxyViewTechniqueLoaderComponent technique...

GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

11:10:34:549STACKIn Technique Battle, Waiting for the ignition of all galaxy view technique ancillaries...

GalaxyViewTechnique+c__Iterator4E4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:Start()

11:10:34:549STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

11:10:34:549STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

11:10:34:549STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

11:10:34:550STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

11:10:34:550STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

11:10:34:550STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

11:10:34:550STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LodServiceImplementation:Load()
LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

11:10:34:550STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
Amplitude.Unity.Graphics.HxFxSystemManager:Start()

11:10:34:582STACKAudio receiver #1 has been initialized.

Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:582STACKBinding service [IPlanetoidRendererService] with context [BattleBackground] with an instance of type [PlanetoidRendererManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PlanetoidRendererManager+c__Iterator4AB:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACKIn Technique Battle, all galaxy view technique ancillaries have been ignited

GalaxyViewTechnique+c__Iterator4E4:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACKLoading the GalaxyViewTechniqueLoaderComponent technique...

GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACKIn Technique Battle, Load

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACKIn Technique Battle, load rendering technique ancillaries PlanetoidRendererManager

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0.0010003 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACKIn Technique Battle, load rendering technique ancillaries ScanViewBattleRenderer

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewBattleRenderer+c__Iterator4F5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACKIn Technique Battle, the ancillary service 'ScanViewBattleRenderer' has been loaded (in 0 second(s)).

GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACKIn HxTechnique - Battle(Clone) disabling global shader keyword INGAME_RENDERER (push)

GalaxyViewTechnique:PushShaderKeyword(System.Reflection.ParameterInfo)
GalaxyViewTechnique:PushInsideShaderKeyword()
GalaxyViewTechnique+c__Iterator4E5:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:34:583STACK[HxFxSystemComponentTextureAtlasManager] assigning texture mapping CP to global name [_AtlasTexCoords].

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:PreEvolve(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:PreEvolve()
Amplitude.Unity.Graphics.HxFxSystemManager:OnPreRenderHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreRender()

11:10:35:923STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:43:044STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingMinorFactionPirates] for logo visual

GalaxyModuleHull:UpdateLogoParticleShooters()
GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounterShip:InitLivery()
GalaxyEncounterShip+c__Iterator4D2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:43:914STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:43:914STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:43:914STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:43:914STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:44:001STACKUnable to find material [Evolvers/ShurikenStyleParticles/ShipLivery/MainLogo/MainLogo_AffinityMappingMinorFactionPirates] for logo visual

GalaxyModuleHull:UpdateLogoParticleShooters()
GalaxyModuleHull:SetMainLogoInformation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounterShip:InitLivery()
GalaxyEncounterShip+c__Iterator4D2:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:459STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:459STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:459STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:459STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:459STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:459STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:459STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:460STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:460STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:460STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:460STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:45:460STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:set_InstanciedTurret(System.Reflection.ParameterInfo)
GalaxyEncounterModule_Weapon+c__Iterator4CF:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:10:46:870STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:46:870STACK[AI0] Sync took 14.7938514 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:46:870STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:48:479STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:50:668STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:50:726STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:51:110STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:51:376STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:51:442STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:51:822STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:52:033STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:52:092STACK[AI0] Sync took 1.4081717 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:52:092STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:53:912STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:56:110STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:56:178STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:56:568STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:57:036STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:10:57:097STACK[AI0] Sync took 1.0056262 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:57:097STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:10:59:023STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:01:209STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:01:266STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:01:659STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:02:122STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:02:250STACK[AI0] Sync took 1.0061295 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:02:250STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:04:532STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:06:765STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:06:828STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:07:214STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:07:681STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:07:805STACK[AI0] Sync took 1.0051225 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:07:805STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:09:581STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:11:768STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:11:826STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:12:227STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:12:712STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:12:777STACK[AI0] Sync took 1.0056258 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:12:778STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:14:228STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:14:228STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:14:424STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:14:827STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:17:030STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:17:091STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:17:600STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:17:936STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:18:026STACK[AI0] Sync took 1.0051263 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:18:026STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:20:044STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:22:260STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:22:304STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:22:572STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:23:369STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:23:449STACK[AI0] Sync took 1.1666421 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:23:449STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:25:365STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:27:524STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:27:593STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:27:968STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:28:398STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:28:448STACK[AI0] Sync took 0.9046175 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:28:448STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:30:341STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:32:558STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:32:607STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:32:946STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:33:362STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:33:476STACK[AI0] Sync took 0.9051176 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:33:476STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:35:389STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:35:729STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:35:778STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:35:779STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:35:974STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:37:587STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:37:630STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:37:910STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:38:237STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:38:285STACK[AI0] Sync took 0.704086 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:38:285STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:40:244STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:40:295STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:40:295STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:40:475STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:40:669STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:41:641STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:41:700STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:41:700STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:42:892STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:42:960STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:43:364STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:43:814STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:43:880STACK[AI0] Sync took 1.0061298 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:43:880STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:45:877STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:48:095STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:48:148STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:48:493STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:48:895STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:49:027STACK[AI0] Sync took 0.9086163 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:49:027STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:51:023STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:53:244STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:53:297STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:53:667STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:54:138STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:54:138STACK[AI0] Sync took 0.9056165 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:54:139STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:56:093STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:58:282STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:58:336STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:58:815STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:59:873STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:11:59:873STACK[AI0] Sync took 1.5757009 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:11:59:873STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:01:640STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:03:904STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:03:973STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:04:417STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:04:914STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:04:914STACK[AI0] Sync took 1.008626 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:04:914STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:07:024STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:09:202STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:09:283STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:09:758STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:10:326STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:10:326STACK[AI0] Sync took 1.1061443 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:10:326STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:12:339STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:14:553STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:14:621STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:15:022STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:15:493STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:15:563STACK[AI0] Sync took 1.0066264 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:15:563STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:18:000STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:20:310STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:20:371STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:20:782STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:21:260STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:21:260STACK[AI0] Sync took 1.0051276 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:21:261STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:23:499STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:25:706STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:25:752STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:26:033STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:26:388STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:26:491STACK[AI0] Sync took 0.8040955 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:26:491STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:26:535STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:26:535STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:26:693STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:26:694STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:037STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:265STACKAudio bank B_Music has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:UnloadAudio()
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:266STACKAudio bank B_Specific has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:UnloadAudio()
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:266STACKAudio bank B_CRAVER_HULL_SMALL_Defense has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:UnloadAudio()
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:266STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:UnloadAudio()
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:266STACKAudio bank B_CRAVER_HULL_MEDIUM_Attack has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:UnloadAudio()
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:266STACKAudio bank B_CRAVER_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:UnloadAudio()
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:267STACKAudio bank B_CRAVER_ENGINE has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:UnloadAudio()
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:267STACKUnbinding service [CameraPreRenderHookHandler] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Unload()
CameraPreRenderHookHandler:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:267STACKUnbinding service [CameraPreRenderHookHandler] with context [BattleBackground]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Unload()
CameraPreRenderHookHandler:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:267STACKReleasing the current world view technique...

GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:267STACKIn technique Battle, unloading ancillaries.

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:267STACKIn Technique Battle, unloading ancillary ScanViewBattleRenderer

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:268STACKUnbinding service [ScanViewBattleRenderer] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
ScanViewBattleRenderer:Unload()
GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:268STACKIn Technique Battle, unloading ancillary PlanetoidRendererManager

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:268STACKUnbinding service [IPlanetoidRendererService] with context [BattleBackground]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
PlanetoidRendererManager:UnbindServices(System.Reflection.ParameterInfo)
GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:268STACKIn Technique Battle, ancillaries unloaded.

GalaxyViewTechnique:UnloadAncillaries()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:268STACKIn HxTechnique - Battle(Clone) Enabling global shader keyword INGAME_RENDERER (pop)

GalaxyViewTechnique:PopShaderKeyword(System.Reflection.ParameterInfo)
GalaxyViewTechnique:PopInsideShaderKeyword()
GalaxyViewTechnique:Unload()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:268STACKReleasing Technique Battle

GalaxyViewTechnique:Release()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:269STACKTechnique Battle released

GalaxyViewTechnique:Release()
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:269STACKUnbinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:269STACK[HxFxSystemComponentTextureAtlasManager] unassigning texture mapping CP to global name [_AtlasTexCoords].

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:269STACK[HxFxSystemComponentTextureAtlasManager] unassigning atlas [Atlas_DecalFx] (2048x1024) from Tag [DecalFx] to global name [_DecalAtlas].

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:Unload(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:27:269STACKUnbinding service [ILodService] with context [Default]

Amplitude.Unity.Graphics.Services:RemoveService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LodServiceImplementation:Unload()
HxFxSystemComponentLodManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:Unload()
Amplitude.Unity.Graphics.HxFxSystemManager:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyViewTechniqueLoaderComponent:ReleaseCurrentWorldViewTechnique()
GalaxyViewTechniqueLoaderComponent:OnDestroy()
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Object:DestroyImmediate(System.Reflection.ParameterInfo)
GalaxyEncounter:Unload()
GalaxyEncounter:Encounter_StateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Encounter:OnStateChanged(System.Reflection.ParameterInfo)
Encounter:SetState(System.Reflection.ParameterInfo)
GameClient+c__Iterator427:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:28:540STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:30:763STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:30:857STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:31:450STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:32:180STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:32:180STACK[AI0] Sync took 1.407677 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:32:180STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:32:181STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 2807 89

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:12:32:181STACK[AI0] TaskFailed Gameplay Fleet Mission 2807/ 89

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:12:34:989STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:37:223STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:37:329STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:37:911STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:38:688STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:38:688STACK[AI0] Sync took 1.4131722 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:38:688STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:40:707STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:42:850STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:42:938STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:43:529STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:44:223STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:44:223STACK[AI0] Sync took 1.3201691 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:44:223STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:46:565STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:48:709STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:48:806STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:49:378STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:50:067STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:50:067STACK[AI0] Sync took 1.3126885 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:50:067STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:52:469STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:54:655STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:54:725STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:55:153STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:56:063STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:56:144STACK[AI0] Sync took 1.5051897 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:56:144STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:12:57:774STACK[Order] OrderRepairShips::DepartmentOfDefense/OrderRepairShips#00000A0D, [Empire0], ShipsGUID: 2123

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator180:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:12:58:276STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:00:491STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:00:565STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:01:000STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:01:523STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:01:523STACK[AI0] Sync took 1.0061266 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:01:523STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:03:921STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:06:123STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:06:194STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:06:611STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:07:114STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:07:114STACK[AI0] Sync took 1.0066225 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:07:114STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:09:379STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:11:574STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:11:645STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:12:063STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:12:569STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:12:569STACK[AI0] Sync took 1.0071256 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:12:569STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:15:321STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:17:525STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:17:594STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:18:008STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:18:516STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:18:516STACK[AI0] Sync took 1.0051241 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:18:516STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:20:632STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:22:830STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:22:898STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:23:338STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:23:833STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:23:971STACK[AI0] Sync took 1.1061396 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:23:971STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:26:172STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:28:372STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:28:438STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:28:861STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:29:366STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:29:507STACK[AI0] Sync took 1.1061392 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:29:507STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:32:182STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:34:365STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:34:433STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:34:860STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:35:373STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:35:436STACK[AI0] Sync took 1.0111279 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:35:437STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:37:694STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:39:966STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:40:024STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:40:450STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:40:957STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:41:093STACK[AI0] Sync took 1.1081385 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:41:093STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:43:355STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:45:554STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:45:629STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:46:038STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:46:543STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:46:614STACK[AI0] Sync took 1.0061302 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:46:614STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:48:676STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:50:950STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:51:021STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:51:435STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:52:014STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:52:015STACK[AI0] Sync took 1.1076396 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:52:015STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:54:760STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:56:961STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:57:027STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:57:447STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:57:955STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:13:57:956STACK[AI0] Sync took 1.0051305 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:13:57:956STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:00:060STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:02:295STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:02:358STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:02:771STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:03:271STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:03:271STACK[AI0] Sync took 1.0056229 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:03:271STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:05:520STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:07:712STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:07:779STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:08:217STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:08:710STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:08:710STACK[AI0] Sync took 1.0056256 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:08:710STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:11:419STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:13:675STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:13:760STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:14:183STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:14:677STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:14:761STACK[AI0] Sync took 1.1081395 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:14:761STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:16:875STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:19:068STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:19:139STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:19:572STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:20:131STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:20:204STACK[AI0] Sync took 1.1086444 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:20:204STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:22:403STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:24:681STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:24:740STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:25:160STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:25:664STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:25:736STACK[AI0] Sync took 1.1306422 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:25:736STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:28:219STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:30:415STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:30:485STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:30:924STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:31:261STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:31:359STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:31:763STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:31:983STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:31:984STACK[AI0] Sync took 1.6106983 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:31:984STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:34:622STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:36:828STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:36:896STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:37:314STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:37:594STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:37:657STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:38:096STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:38:382STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:38:447STACK[AI0] Sync took 1.6101994 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:38:447STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:40:644STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:42:855STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:42:922STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:43:345STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:43:858STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:43:858STACK[AI0] Sync took 1.0056224 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:43:858STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:46:111STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:48:316STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:48:388STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:48:801STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:49:307STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:49:376STACK[AI0] Sync took 1.1076393 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:49:377STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:51:931STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:54:136STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:54:200STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:54:631STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:55:131STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:14:55:131STACK[AI0] Sync took 1.0111273 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:55:132STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:57:475STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:59:672STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:14:59:740STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:00:161STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:00:663STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:00:663STACK[AI0] Sync took 1.0056217 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:00:663STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:03:145STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:05:337STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:05:407STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:05:842STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:06:336STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:06:409STACK[AI0] Sync took 1.1066534 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:06:410STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:08:746STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:10:958STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:11:018STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:11:435STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:12:390STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:12:464STACK[AI0] Sync took 1.4836882 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:12:464STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:14:452STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:16:645STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:16:716STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:17:137STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:17:636STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:17:707STACK[AI0] Sync took 1.0066296 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:17:707STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:19:972STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:22:247STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:22:307STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:22:736STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:23:242STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:23:242STACK[AI0] Sync took 1.0061266 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:23:242STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:25:446STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:27:627STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:27:697STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:28:115STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:28:611STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:28:683STACK[AI0] Sync took 1.0056259 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:28:684STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:31:032STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:33:218STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:33:287STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:33:724STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:34:215STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:34:358STACK[AI0] Sync took 1.107135 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:34:358STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:36:559STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:38:762STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:38:822STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:39:248STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:39:763STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:39:763STACK[AI0] Sync took 1.0061257 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:39:763STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:42:091STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:44:304STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:44:371STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:44:787STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:45:283STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:45:422STACK[AI0] Sync took 1.1076348 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:45:422STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:47:707STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:49:919STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:49:976STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:50:393STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:51:324STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:51:395STACK[AI0] Sync took 1.4696851 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:51:395STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:53:594STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:55:852STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:55:923STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:56:347STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:56:841STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:15:56:842STACK[AI0] Sync took 1.007124 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:56:842STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:15:59:117STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:01:391STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:01:462STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:01:888STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:02:381STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:02:381STACK[AI0] Sync took 1.0066316 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:02:381STACK[AI0] [MainState] Start decision number 67 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:04:720STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:06:923STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:06:989STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:07:414STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:07:710STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:07:776STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:08:192STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:08:423STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:08:423STACK[AI0] Sync took 1.5181854 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:08:424STACK[AI0] [MainState] Start decision number 68 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:11:095STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:13:307STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:13:379STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:13:798STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:14:302STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:14:302STACK[AI0] Sync took 1.0051241 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:14:302STACK[AI0] [MainState] Start decision number 69 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:16:522STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:18:779STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:18:848STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:19:268STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:19:767STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:19:849STACK[AI0] Sync took 1.1081343 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:19:849STACK[AI0] [MainState] Start decision number 70 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:21:964STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:24:199STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:24:249STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:24:671STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:25:171STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:25:309STACK[AI0] Sync took 1.1096424 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:25:309STACK[AI0] [MainState] Start decision number 71 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:27:636STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:28:224STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000A0F, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:29:857STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:29:939STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:30:343STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:31:185STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:31:326STACK[AI0] Sync took 1.4676795 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:31:326STACK[AI0] [MainState] Start decision number 72 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:33:423STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:35:602STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:35:662STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:36:007STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:36:396STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:36:473STACK[AI0] Sync took 0.8040987 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:36:473STACK[AI0] [MainState] Start decision number 73 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:38:622STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:40:869STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:40:924STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:41:258STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:41:650STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:41:774STACK[AI0] Sync took 0.9061169 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:41:775STACK[AI0] [MainState] Start decision number 74 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:43:985STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:46:170STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:46:211STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:46:497STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:46:858STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:46:999STACK[AI0] Sync took 0.8151054 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:46:999STACK[AI0] [MainState] Start decision number 75 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:49:729STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:51:971STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:52:049STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:52:511STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:52:837STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:52:898STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:53:180STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:53:375STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:53:563STACK[AI0] Sync took 1.6082037 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:53:563STACK[AI0] [MainState] Start decision number 76 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:55:886STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:58:102STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:58:150STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:58:450STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:58:802STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:16:58:905STACK[AI0] Sync took 0.8046026 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:16:58:906STACK[AI0] [MainState] Start decision number 77 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:01:038STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:03:240STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:03:300STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:03:652STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:04:053STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:04:110STACK[AI0] Sync took 0.9046117 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:04:110STACK[AI0] [MainState] Start decision number 78 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:06:356STACK[Order] OrderSetSystemSupervisor::DepartmentOfTheInterior/OrderSetSystemSupervisor#00000A14, [Empire0]: StarSystemGUID: 2596, SystemSupervisorDefinitionName: SystemSupervisorApproval

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:06:576STACK[Order] OrderReorganizePopulationsOnSystem::DepartmentOfTheInterior/OrderReorganizePopulationsOnSystem#00000A16, [Empire0]: System #2596

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator228:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:06:706STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:08:939STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:08:985STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:09:270STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:09:642STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:09:837STACK[AI0] Sync took 0.9056164 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:09:837STACK[AI0] [MainState] Start decision number 79 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:12:137STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:14:382STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:14:442STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:14:801STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:15:255STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:15:366STACK[AI0] Sync took 1.0056236 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:15:366STACK[AI0] [MainState] Start decision number 80 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:17:599STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:19:832STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:19:878STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:20:227STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:20:801STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:20:801STACK[AI0] Sync took 1.0056294 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:20:801STACK[AI0] [MainState] Start decision number 81 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:23:128STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:25:306STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:25:364STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:25:707STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:26:103STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:26:216STACK[AI0] Sync took 0.9051128 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:26:216STACK[AI0] [MainState] Start decision number 82 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:28:721STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:30:888STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:30:944STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:31:285STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:31:687STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:31:810STACK[AI0] Sync took 0.9051157 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:31:811STACK[AI0] [MainState] Start decision number 83 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:34:147STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:36:317STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:36:373STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:36:713STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:36:947STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:36:995STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:37:333STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:37:571STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:37:629STACK[AI0] Sync took 1.3081637 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:37:629STACK[AI0] [MainState] Start decision number 84 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:39:862STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:42:091STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:42:147STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:42:499STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:42:906STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:43:013STACK[AI0] Sync took 0.9056097 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:43:013STACK[AI0] [MainState] Start decision number 85 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:45:536STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:47:765STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:47:812STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:48:159STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:48:576STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:48:685STACK[AI0] Sync took 0.9061133 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:48:685STACK[AI0] [MainState] Start decision number 86 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:50:982STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:53:177STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:53:224STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:53:567STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:53:977STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:54:093STACK[AI0] Sync took 0.905117 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:54:093STACK[AI0] [MainState] Start decision number 87 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:56:214STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:58:440STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:58:494STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:58:833STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:59:242STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:17:59:351STACK[AI0] Sync took 0.9056296 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:17:59:351STACK[AI0] [MainState] Start decision number 88 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:01:466STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:03:688STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:03:743STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:04:090STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:04:500STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:04:561STACK[AI0] Sync took 0.9061239 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:04:561STACK[AI0] [MainState] Start decision number 89 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:07:189STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:09:365STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:09:412STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:09:756STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:10:208STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:10:265STACK[AI0] Sync took 0.9046123 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:10:265STACK[AI0] [MainState] Start decision number 90 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:12:481STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:14:726STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:14:758STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:15:098STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:15:502STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:15:616STACK[AI0] Sync took 0.9051141 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:15:616STACK[AI0] [MainState] Start decision number 91 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:18:067STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:20:229STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:20:281STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:20:635STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:21:038STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:21:038STACK[AI0] Sync took 0.8046007 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:21:038STACK[AI0] [MainState] Start decision number 92 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:23:540STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:25:752STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:25:807STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:26:146STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:26:545STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:26:657STACK[AI0] Sync took 0.9051141 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:26:658STACK[AI0] [MainState] Start decision number 93 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:29:049STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:31:266STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:31:321STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:31:659STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:32:072STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:32:177STACK[AI0] Sync took 0.9056117 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:32:177STACK[AI0] [MainState] Start decision number 94 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:34:396STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:36:605STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:36:672STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:37:013STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:37:515STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:37:725STACK[AI0] Sync took 1.1066355 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:37:726STACK[AI0] [MainState] Start decision number 95 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:39:913STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:42:141STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:42:198STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:42:528STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:42:928STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:43:063STACK[AI0] Sync took 0.9081094 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:43:063STACK[AI0] [MainState] Start decision number 96 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:45:693STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:47:927STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:47:981STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:48:318STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:48:726STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:48:726STACK[AI0] Sync took 0.8055975 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:48:726STACK[AI0] [MainState] Start decision number 97 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:51:034STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:53:251STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:53:302STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:53:643STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:54:042STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:54:152STACK[AI0] Sync took 0.9056119 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:54:152STACK[AI0] [MainState] Start decision number 98 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:56:493STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:58:716STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:58:770STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:59:113STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:59:509STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:18:59:627STACK[AI0] Sync took 0.9051131 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:18:59:628STACK[AI0] [MainState] Start decision number 99 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:02:305STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:04:522STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:04:580STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:04:915STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:05:310STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:05:435STACK[AI0] Sync took 0.9046101 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:05:435STACK[AI0] [MainState] Start decision number 100 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:07:751STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:09:970STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:10:029STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:10:374STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:10:782STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:10:886STACK[AI0] Sync took 0.9046136 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:10:886STACK[AI0] [MainState] Start decision number 101 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:13:050STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:15:274STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:15:327STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:15:669STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:16:074STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:16:184STACK[AI0] Sync took 0.9061137 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:16:184STACK[AI0] [MainState] Start decision number 102 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:18:400STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:20:619STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:20:675STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:21:015STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:21:526STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:21:638STACK[AI0] Sync took 1.0091268 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:21:638STACK[AI0] [MainState] Start decision number 103 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:24:283STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:26:493STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:26:546STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:26:889STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:27:292STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:27:402STACK[AI0] Sync took 0.9051137 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:27:402STACK[AI0] [MainState] Start decision number 104 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:29:675STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:31:884STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:31:938STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:32:278STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:32:684STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:32:742STACK[AI0] Sync took 0.8051031 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:32:742STACK[AI0] [MainState] Start decision number 105 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:35:020STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:37:239STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:37:293STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:37:634STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:38:029STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:38:142STACK[AI0] Sync took 0.9051135 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:38:143STACK[AI0] [MainState] Start decision number 106 (state: Main, turn: 41)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:40:811STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:42:402STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:42:402STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:42:521STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:42:578STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:19:42:697STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:42:697STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:42:697STACKDisposing #2962 ServerGroundBattle

ServerGroundBattle:Dispose()
ServerGroundBattle:RemoveIfFinished()
ServerGroundBattleRepository:UpdateServerGroundBattles()
GameServerState_Turn_Finished:UpdateGroundBattles()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:42:872STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:43:216STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:43:397STACKDisposing ServerEncounter 2961

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:43:397STACKDisposing ServerEncounter 2964

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:43:397STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:43:397STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:43:647STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:43:666STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:43:832STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:44:951STACK[Order] OrderRecruitHero::DepartmentOfEducation/OrderRecruitHero#00000A18, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfEducation+c__Iterator1B9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:48:301STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:48:302STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:49:457STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.02 Politics02 = 0.01 Politics03 = 0.16 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.81 Politics00 = 0.00 TOTAL_SCORE = 6468.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:49:836STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.17 Politics02 = 0.53 Politics03 = 0.09 Politics04 = 0.03 Politics05 = 0.02 Politics06 = 0.16 Politics00 = 0.00 TOTAL_SCORE = 400.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:49:956STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.35 Politics02 = 0.10 Politics03 = 0.13 Politics04 = 0.18 Politics05 = 0.00 Politics06 = 0.24 Politics00 = 0.00 TOTAL_SCORE = 304.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:50:315STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.04 Politics02 = 0.10 Politics03 = 0.26 Politics04 = 0.20 Politics05 = 0.27 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 274.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:489STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:489STACKDisposing Encounter 2916

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:489STACKDisposing Encounter 2905

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:490STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:490STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:490STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:490STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:490STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:490STACKDisposing GroundBattle 2833

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:490STACK[ChatMessage] RECV: l:/_turn/42 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:56:774STACK[Order] OrderChangeStarSystemState::DepartmentOfTheInterior/OrderChangeStarSystemState#00000A19, [Empire1], ColonizedStarSystemGUID: 2397, StarSystemState: Colony

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:57:141STACK[Empire 1] OrderSendAutomatedShip preprocessor failed: Yisel (ColonizedStarSystem#2397) has no OutpostMigrationFlux

DepartmentOfDefense:SendAutomatedShipPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:57:218STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000A1C, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:57:218STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:57:720STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:58:062STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:58:117STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:58:175STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:58:176STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:58:176STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:58:289STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:58:289STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:59:146STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:59:146STACK[ChatMessage] RECV: l:/_turn/42 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:59:161STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:59:162STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:59:162STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:59:204STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:19:59:913STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#00000A24, initiator empire index: 12, target empire index: 1, new diplomatic relation: DiplomaticRelationStateMinorNeutral

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator419:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:00:080STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000A25, [Empire4]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:00:252STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000A26, [Empire4], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1750

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:00:519STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:00:519STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:00:596STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:01:748STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:01:831STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:01:832STACK[AI0] Sync took 1.2076558 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:01:832STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:01:919STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:01:919STACK[Quest] Adding global quest variable: $ChosenHero = QuestVariable+NullValue for empire 2

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:ActivateQuestTrigger(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ActivateTriggers(System.Reflection.ParameterInfo)
QuestManager:ExecuteQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator459:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:01:920STACK[Quest] Adding global quest variable: $Traitor = QuestVariable+NullValue for empire 2

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:ActivateQuestTrigger(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ActivateTriggers(System.Reflection.ParameterInfo)
QuestManager:ExecuteQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin+c__Iterator459:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:07:547STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:07:547STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:07:773STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:07:773STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:07:844STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000A27, Ticket: 0000083B

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:07:844STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:07:844STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderManageManpower:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderProcessors:OrderFromOrderMessage(System.Reflection.ParameterInfo)
OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:20:07:844STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderManageManpower:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
OrderProcessors:OrderFromOrderMessage(System.Reflection.ParameterInfo)
OrderProcessors:GenerateOrderFromMessage(System.Reflection.ParameterInfo)
AIOrderMessageRepository:PretreatMessages(System.Reflection.ParameterInfo)
AIMessageRepository`1[T]:Run()
AIOrderMessageRepository:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:20:08:026STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000A28, Ticket: 0000083C

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:08:111STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:08:210STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000A29, Ticket: 0000083D

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:08:389STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000A2A, Ticket: 0000083E

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:08:555STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000A2B, Ticket: 0000083F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:08:742STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000A2C, Ticket: 00000840

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:08:910STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000A2D, Ticket: 00000841

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator413:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:11:188STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AutomatedDeliveryFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
AutomatedDeliveryFleetAction:ClientOnDestinationReached()
GoToFleetAction:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:11:760STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AutomatedDeliveryFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
AutomatedDeliveryFleetAction:ClientOnDestinationReached()
GoToFleetAction:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:20:732STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000A6D, Ticket: 0000087E, [Empire1]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfCommerce+c__Iterator15C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:21:086STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000A6F, Ticket: 00000880, [Empire1], context guid: 638, contruction guid: 2943

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:21:529STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:ManageManpowerPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:21:530STACKWeight balancing is apparently not preserved.

ManpowerRedistribution:ComputeRedistributionManpowerCost(System.Reflection.ParameterInfo)
ManpowerRedistribution:ComputeCost(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense:ManageManpowerPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:21:659STACK[Order] OrderManageManpower::DepartmentOfDefense/OrderManageManpower#00000A72, Ticket: 00000883, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator17B:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:21:992STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000A74, Ticket: 00000885, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration8, ConstructionGameEntityGUID: 2995, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:23:275STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000A7B, Ticket: 0000088C, [Empire3], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment11, ConstructionGameEntityGUID: 3007, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:23:822STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:33:635STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:34:465STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:34:465STACK[AI0] Sync took 26.3633763 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:34:465STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:35:490STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AB6, [Empire17], Entity index: 3755

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:35:661STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AB7, [Empire17], Entity index: 3751

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:35:849STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AB8, [Empire17], Entity index: 3746

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:36:035STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AB9, [Empire17], Entity index: 3744

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:36:217STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ABA, [Empire17], Entity index: 3743

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:36:458STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ABB, [Empire17], Entity index: 3742

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:36:599STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ABC, [Empire17], Entity index: 3739

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:36:776STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ABD, [Empire17], Entity index: 3738

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:36:967STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ABE, [Empire17], Entity index: 3737

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:37:157STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ABF, [Empire17], Entity index: 3736

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:37:249STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:37:344STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC0, [Empire17], Entity index: 3735

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:37:517STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC1, [Empire17], Entity index: 3733

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:37:714STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC2, [Empire17], Entity index: 3732

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:37:899STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC3, [Empire17], Entity index: 3731

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:38:078STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC4, [Empire17], Entity index: 3727

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:38:260STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC5, [Empire17], Entity index: 3724

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:38:456STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC6, [Empire17], Entity index: 3720

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:38:625STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC7, [Empire17], Entity index: 3719

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:38:802STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC8, [Empire17], Entity index: 3717

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:38:978STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000AC9, [Empire17], Entity index: 3716

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:39:143STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ACA, [Empire17], Entity index: 3715

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:39:332STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ACB, [Empire17], Entity index: 3713

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:39:499STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:42:382STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000ADC, Ticket: 000008D2, [Empire2], system guid: 641, contruction guid: 2999, resource name : EmpireEmpirePoint, buyout cost: 989.9496

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:42:383STACKThe construction 2999 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:42:473STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Construction is already bought out

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:42:473STACK[AI0] TaskFailed Buyout constructible Colonize Snow/ 1161

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:42:474STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:42:474STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Empire 2 has no construction queue

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:42:474STACK[AI0] TaskFailed Buyout constructible Compact Warp Methods/ 1160

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:42:474STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:42:730STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000ADE, Ticket: 000008D6, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:42:913STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:43:469STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:44:201STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:44:201STACK[AI0] Sync took 4.7491152 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:44:201STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:44:370STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000ADF, Ticket: 000008D7, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:45:105STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000AE3, Ticket: 000008DA

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:46:921STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:49:191STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:49:271STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000AFE, Ticket: 000008F5, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:49:369STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:49:732STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:50:146STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:50:147STACK[AI0] Sync took 1.0176271 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:50:147STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:50:265STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000B00, Ticket: 000008F7, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:52:951STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:55:193STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:55:252STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:55:603STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:56:016STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:20:56:081STACK[AI0] Sync took 0.9061361 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:56:081STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:20:58:505STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:00:706STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:00:793STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:01:341STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:01:971STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:02:054STACK[AI0] Sync took 1.3066664 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:02:054STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:04:378STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:06:516STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:06:605STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:07:139STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:07:763STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:07:763STACK[AI0] Sync took 1.2061544 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:07:763STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:10:158STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:12:387STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:12:479STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:13:006STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:13:960STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:13:960STACK[AI0] Sync took 1.5416968 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:13:960STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:16:278STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:18:506STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:18:584STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:19:109STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:19:743STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:19:743STACK[AI0] Sync took 1.3066629 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:19:743STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:22:285STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:24:537STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:24:618STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:25:146STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:25:718STACK[AI0] Sync took 1.2071524 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:25:718STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:25:775STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:28:115STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:30:333STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:30:415STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:30:941STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:31:585STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:31:666STACK[AI0] Sync took 1.3076629 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:31:666STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:34:476STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:36:676STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:36:775STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:37:187STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:37:602STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:37:661STACK[AI0] Sync took 1.0061234 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:37:661STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:40:092STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:42:341STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:42:407STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:42:761STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:43:169STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:43:229STACK[AI0] Sync took 0.9051141 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:43:229STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:45:763STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:47:959STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:48:016STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:48:375STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:48:788STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:48:848STACK[AI0] Sync took 0.904613 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:48:848STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:51:604STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:52:731STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000B01, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:53:327STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B06, [Empire0], Entity index: 823

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:53:450STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000B07, [Empire0], Entity index: 693

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:53:855STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:53:912STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:54:257STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:54:714STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:54:771STACK[AI0] Sync took 0.9056133 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:54:771STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:57:194STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:59:381STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:21:59:446STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:21:59:857STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:00:143STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:00:204STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:00:639STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:00:920STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:00:986STACK[AI0] Sync took 1.6087051 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:00:986STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:03:385STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:05:588STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:05:653STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:06:029STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:06:220STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:06:280STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:07:082STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:07:380STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:07:434STACK[AI0] Sync took 1.8027268 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:07:434STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:09:810STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:12:016STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:12:057STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:12:250STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:12:495STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:12:627STACK[AI0] Sync took 0.6030758 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:12:627STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:14:957STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:17:193STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:17:242STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:17:553STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:17:907STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:18:060STACK[AI0] Sync took 0.9046126 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:18:060STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:21:032STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:23:259STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:23:310STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:23:613STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:23:970STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:24:072STACK[AI0] Sync took 0.8056052 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:24:072STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:26:467STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:28:675STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:28:718STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:29:025STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:29:379STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:29:490STACK[AI0] Sync took 0.8056228 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:29:491STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:32:006STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:34:239STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:34:288STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:34:652STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:35:093STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:35:215STACK[AI0] Sync took 1.0051241 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:35:215STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:38:217STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:40:398STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:40:454STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:40:812STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:41:231STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:41:352STACK[AI0] Sync took 0.919114 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:41:353STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:43:757STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:45:977STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:46:026STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:46:313STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:46:564STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:46:643STACK[AI0] Sync took 0.7055883 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:46:644STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:49:212STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:51:435STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:51:529STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:52:100STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:52:761STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:52:762STACK[AI0] Sync took 1.3106672 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:52:762STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:55:632STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:57:860STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:57:915STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:58:286STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:58:725STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:22:58:725STACK[AI0] Sync took 0.9051122 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:22:58:725STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:01:588STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:03:787STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:03:837STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:04:197STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:04:596STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:04:661STACK[AI0] Sync took 0.9046094 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:04:662STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:07:496STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:09:707STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:09:765STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:10:122STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:10:547STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:10:599STACK[AI0] Sync took 0.9051121 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:10:599STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:13:769STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:15:989STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:16:049STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:16:420STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:16:938STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:17:007STACK[AI0] Sync took 1.0066393 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:17:007STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:19:661STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:21:865STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:21:930STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:22:343STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:22:604STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:22:667STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:23:035STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:23:282STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:23:342STACK[AI0] Sync took 1.509184 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:23:342STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:25:996STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:28:196STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:28:258STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:28:686STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:29:175STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:29:313STACK[AI0] Sync took 1.1056404 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:29:314STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:32:237STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:34:502STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:34:561STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:34:985STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:35:461STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:35:461STACK[AI0] Sync took 1.0061308 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:35:461STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:38:072STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:40:300STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:40:330STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:40:538STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:40:838STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:40:917STACK[AI0] Sync took 0.6140774 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:40:917STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:43:857STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:45:529STACKBinding service [CameraPreRenderHookHandler] with context [Battle] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:530STACKBinding service [CameraPreRenderHookHandler] with context [BattleBackground] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:530STACKBinding service [CameraPreRenderHookHandler] with context [ShipDesignReflection] with an instance of type [CameraPreRenderHookHandler]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:Load()
CameraPreRenderHookHandler:Awake()
UnityEngine.GameObject:SetActive(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:530STACK[HxFxSystemComponentTextureAtlasManager] Found Fx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:530STACK[HxFxSystemComponentTextureAtlasManager] Found BackgroundFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:530STACK[HxFxSystemComponentTextureAtlasManager] Found OpaqueFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:531STACK[HxFxSystemComponentTextureAtlasManager] Found PostProcessFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:531STACK[HxFxSystemComponentTextureAtlasManager] Found DecalFx in AtlasBuilderMapping.

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:531STACK[HxFxSystemComponentTextureAtlasManager] assigning atlas [Assets/HxFx/Resources/Textures/Atlas_DecalFx.png] (2048x1024) to global name [_DecalAtlas]. From Tag [DecalFx]

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlas(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager+AtlasInfo:LoadAtlasAndExport(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:InitializeAtlasInfo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:531STACKBinding service [ILodService] with context [Default] with an instance of type [LodServiceImplementation]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LodServiceImplementation:Load()
LodServiceImplementation:.ctor(System.Reflection.ParameterInfo)
HxFxSystemComponentLodManager:Load(System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:LoadComponent()
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:531STACKBinding service [Amplitude.Unity.Graphics.IHxFxSystem] with context [Battle] with an instance of type [Amplitude.Unity.Graphics.HxFxSystemManager]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:Load()
Amplitude.Unity.Graphics.HxFxSystemManager:LoadIFN()
ExternalViewRenderer:LoadFxSystem()
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:531STACKBinding service [ScanViewBattleRenderer] with context [Battle] with an instance of type [ScanViewBattleRenderer]

Amplitude.Unity.Graphics.Services:AddService(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ScanViewBattleRenderer+c__Iterator4F5:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
ExternalViewRenderer:Load()
ExternalViewRenderer:IExternalViewRendererService.LoadIFN()
ShipDesignRenderer:IShipDesignRendererService.CreateView(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignBasePanel:UpdateRenderer(System.Reflection.ParameterInfo)
ShipDesignBasePanel:OnBeginShow(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Show()
MilitaryScreen:ShipDesignsPanel_OnShipDesignSelectionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignsPanel:OnToggleShipDesignItem(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignItem:OnToggleCb(System.Reflection.ParameterInfo)
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlToggle:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlToggle:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:23:45:531STACK[HxFxSystemComponentTextureAtlasManager] assigning texture mapping CP to global name [_AtlasTexCoords].

Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:PreEvolve(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Graphics.HxFxSystemManager:PreEvolve()
Amplitude.Unity.Graphics.HxFxSystemManager:OnPreRenderHook(System.Reflection.ParameterInfo)
CameraPreRenderHookHandler:OnPreRender()

11:23:45:650STACKAudio receiver #1 has been initialized.

Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:23:45:744STACKIn [SS_Cravers_Small_03(Clone)] Unable to find sub game object [SS_Cravers_Small_03/Dummy_Root/Base]

GalaxyModuleHull:Load()
GalaxyModule:ForceLoadIFN()
ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:23:45:744STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull03]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:23:46:138STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:46:183STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:46:499STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:46:704STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:46:832STACK[AI0] Sync took 0.7035843 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:46:833STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:49:886STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:52:077STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:52:115STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:52:467STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:23:52:561STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:52:877STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:53:002STACK[AI0] Sync took 0.9096143 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:53:002STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:55:869STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:58:109STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:58:154STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:58:411STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:58:778STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:23:58:912STACK[AI0] Sync took 0.8075986 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:23:58:912STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:02:578STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:04:813STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:04:813STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:05:087STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:05:471STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:05:604STACK[AI0] Sync took 0.8040993 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:05:604STACK[AI0] [MainState] Start decision number 37 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:08:711STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:10:935STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:10:976STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:11:257STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:11:658STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:11:752STACK[AI0] Sync took 0.8041041 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:11:752STACK[AI0] [MainState] Start decision number 38 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:15:304STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:17:543STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:17:592STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:17:855STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:18:164STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:18:207STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:24:18:364STACK[AI0] Sync took 0.8077448 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:18:365STACK[AI0] [MainState] Start decision number 39 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:19:565STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:24:19:605STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:24:21:620STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:23:828STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:23:875STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:24:133STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:24:454STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:24:620STACK[AI0] Sync took 0.8131036 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:24:620STACK[AI0] [MainState] Start decision number 40 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:27:683STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:29:935STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:29:975STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:30:257STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:30:588STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:30:723STACK[AI0] Sync took 0.8171014 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:30:723STACK[AI0] [MainState] Start decision number 41 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:31:779STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:24:34:343STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:36:566STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:36:616STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:36:872STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:37:205STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:37:303STACK[AI0] Sync took 0.7135841 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:37:303STACK[AI0] [MainState] Start decision number 42 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:40:314STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:42:544STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:42:588STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:42:849STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:43:226STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:43:356STACK[AI0] Sync took 0.8041016 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:43:356STACK[AI0] [MainState] Start decision number 43 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:44:300STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:44:300STACKAudio bank B_CRAVER_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:44:300STACKAudio bank B_CRAVER_ENGINE has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:46:752STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:49:026STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:49:090STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:49:498STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:50:456STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:50:522STACK[AI0] Sync took 1.4811837 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:50:522STACK[AI0] [MainState] Start decision number 44 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:53:854STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:56:041STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:56:098STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:56:438STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:56:873STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:24:56:945STACK[AI0] Sync took 0.9046114 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:56:945STACK[AI0] [MainState] Start decision number 45 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:24:59:980STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:02:187STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:02:248STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:02:371STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000B17, [Empire0]: 2227 3019 Begin 1

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:02:616STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:02:810STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:02:871STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:03:222STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:03:593STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:03:647STACK[AI0] Sync took 1.5076871 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:03:647STACK[AI0] [MainState] Start decision number 46 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:04:587STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000B18, [Empire0]: 2227 3021 Begin 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:06:857STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:09:087STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:09:152STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:09:480STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:09:879STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:09:996STACK[AI0] Sync took 0.9061101 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:09:997STACK[AI0] [MainState] Start decision number 47 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:12:679STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:14:888STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:14:940STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:15:254STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:15:620STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:15:718STACK[AI0] Sync took 0.8071046 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:15:718STACK[AI0] [MainState] Start decision number 48 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:18:677STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:20:906STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:20:960STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:21:435STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:22:010STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:22:010STACK[AI0] Sync took 1.1066339 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:22:011STACK[AI0] [MainState] Start decision number 49 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:24:841STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:27:009STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:27:061STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:27:423STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:27:841STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:27:972STACK[AI0] Sync took 0.9056154 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:27:973STACK[AI0] [MainState] Start decision number 50 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:28:145STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000B1A, [Empire0], ContextGUID: 0, ResourceName: Luxury7, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:30:651STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:32:848STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:32:903STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:33:271STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:33:709STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:33:761STACK[AI0] Sync took 0.9051121 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:33:761STACK[AI0] [MainState] Start decision number 51 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:37:013STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:39:274STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:39:355STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:39:742STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:40:206STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:40:265STACK[AI0] Sync took 1.0061254 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:40:265STACK[AI0] [MainState] Start decision number 52 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:42:855STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000B1C, [Empire0], ContextGUID: 0, ResourceName: Luxury2, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:43:157STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:45:417STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:45:482STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:45:860STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:46:290STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:46:350STACK[AI0] Sync took 0.9271141 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:46:350STACK[AI0] [MainState] Start decision number 53 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:48:799STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B1D, [Empire0], context guid: 1125, contruction guid: 2128

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:49:382STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:51:579STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:51:638STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:52:017STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:52:451STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:52:573STACK[AI0] Sync took 1.0056258 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:52:573STACK[AI0] [MainState] Start decision number 54 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:55:301STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:57:188STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000B1F, [Empire0]: 1125 3023 Begin 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:57:497STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:57:559STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:57:922STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:58:417STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:25:58:541STACK[AI0] Sync took 1.0066258 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:25:58:541STACK[AI0] [MainState] Start decision number 55 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:01:993STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:04:232STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:04:281STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:04:492STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:04:755STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:04:950STACK[AI0] Sync took 0.7050892 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:04:950STACK[AI0] [MainState] Start decision number 56 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:08:265STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:10:478STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:10:517STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:10:749STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:11:034STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:11:209STACK[AI0] Sync took 0.7055887 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:11:209STACK[AI0] [MainState] Start decision number 57 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:14:532STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:16:754STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:16:790STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:17:005STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:17:308STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:17:469STACK[AI0] Sync took 0.7105893 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:17:470STACK[AI0] [MainState] Start decision number 58 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:21:402STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:22:496STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:22:572STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:22:572STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:22:681STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:23:703STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:23:825STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:23:825STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:23:896STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:23:896STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:24:046STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:24:188STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:24:465STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:24:640STACK[AI0] Sync took 1.0061243 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:24:641STACK[AI0] [MainState] Start decision number 59 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:27:857STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:30:091STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:30:133STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:30:408STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:30:574STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:30:619STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:30:889STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:31:165STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:31:310STACK[AI0] Sync took 1.2136557 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:31:310STACK[AI0] [MainState] Start decision number 60 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:35:106STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:37:294STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:37:346STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:37:616STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:37:952STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:38:137STACK[AI0] Sync took 0.8086015 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:38:138STACK[AI0] [MainState] Start decision number 61 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:41:546STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:43:780STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:43:835STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:44:117STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:44:438STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:44:579STACK[AI0] Sync took 0.8146053 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:44:579STACK[AI0] [MainState] Start decision number 62 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:48:452STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:50:694STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:50:735STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:51:009STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:51:009STACKAudio bank B_CRAVER_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:51:010STACKAudio bank B_CRAVER_ENGINE has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:51:215STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:51:558STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:51:696STACK[AI0] Sync took 1.0181272 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:51:696STACK[AI0] [MainState] Start decision number 63 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:52:438STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeMedium.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeMedium.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:52:597STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:52:654STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:52:708STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:52:766STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:52:819STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:52:870STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:52:925STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:52:981STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:030STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:083STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:138STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:303STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:440STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeMedium.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeMedium.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:511STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:597STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:674STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:729STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:777STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:820STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:870STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:914STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:53:963STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:54:008STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:54:057STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:54:106STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:26:54:979STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:57:288STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:57:343STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:57:675STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:58:075STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:26:58:232STACK[AI0] Sync took 0.9351162 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:26:58:232STACK[AI0] [MainState] Start decision number 64 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:02:341STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:04:553STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:04:600STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:04:890STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:05:309STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:05:453STACK[AI0] Sync took 0.9046133 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:05:453STACK[AI0] [MainState] Start decision number 65 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:08:806STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:11:008STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:11:067STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:11:355STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:11:752STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:11:951STACK[AI0] Sync took 0.919111 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:11:951STACK[AI0] [MainState] Start decision number 66 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:15:914STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:18:125STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:18:174STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:18:461STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:18:873STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:19:014STACK[AI0] Sync took 0.9061179 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:19:014STACK[AI0] [MainState] Start decision number 67 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:22:689STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:24:895STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:24:941STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:25:249STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:25:601STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:25:701STACK[AI0] Sync took 0.8045971 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:25:701STACK[AI0] [MainState] Start decision number 68 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:29:662STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:31:882STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:31:931STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:32:213STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:32:574STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:32:667STACK[AI0] Sync took 0.8041037 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:32:668STACK[AI0] [MainState] Start decision number 69 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:36:320STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:38:562STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:38:609STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:38:901STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:39:240STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:39:335STACK[AI0] Sync took 0.8051021 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:39:335STACK[AI0] [MainState] Start decision number 70 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:43:401STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:45:657STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:45:702STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:45:877STACKAudio bank B_CRAVER_HULL_MEDIUM_Attack has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:45:877STACKAudio bank B_CRAVER_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:45:878STACKAudio bank B_CRAVER_ENGINE has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:46:003STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:46:355STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:46:554STACK[AI0] Sync took 0.9051202 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:46:554STACK[AI0] [MainState] Start decision number 71 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:47:453STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:27:47:524STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:27:48:290STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:27:48:353STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:27:50:063STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:52:320STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:52:371STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:52:638STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:53:000STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:53:118STACK[AI0] Sync took 0.8241055 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:53:118STACK[AI0] [MainState] Start decision number 72 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:56:584STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:58:870STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:58:906STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:59:177STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:59:269STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:59:307STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:59:581STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:59:814STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:27:59:901STACK[AI0] Sync took 1.1106391 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:27:59:901STACK[AI0] [MainState] Start decision number 73 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:03:576STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:05:797STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:05:841STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:06:116STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:06:510STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:06:606STACK[AI0] Sync took 0.8146004 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:06:607STACK[AI0] [MainState] Start decision number 74 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:10:704STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:12:205STACKAudio bank B_CRAVER_HULL_SMALL_Defense has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:12:205STACKAudio bank B_CRAVER_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:12:205STACKAudio bank B_CRAVER_ENGINE has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:12:950STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:12:984STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:13:193STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:13:536STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:13:698STACK[AI0] Sync took 0.7035808 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:13:698STACK[AI0] [MainState] Start decision number 75 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:13:750STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:13:835STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:13:835STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:13:935STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:14:313STACKIn [SS_Cravers_Small_03(Clone)] Unable to find sub game object [SS_Cravers_Small_03/Dummy_Root/Base]

GalaxyModuleHull:Load()
GalaxyModule:ForceLoadIFN()
ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:14:314STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull03]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:15:558STACKIn [SS_Cravers_Small_03(Clone)] Unable to find sub game object [SS_Cravers_Small_03/Dummy_Root/Base]

GalaxyModuleHull:Load()
GalaxyModule:ForceLoadIFN()
ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:15:558STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull03]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:17:097STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:19:284STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:19:327STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:19:597STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:19:961STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:20:092STACK[AI0] Sync took 0.8126034 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:20:092STACK[AI0] [MainState] Start decision number 76 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:24:298STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:26:556STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:26:602STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:26:851STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:27:172STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:27:345STACK[AI0] Sync took 0.8061072 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:27:345STACK[AI0] [MainState] Start decision number 77 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:31:113STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:31:513STACKAudio bank B_CRAVER_HULL_SMALL_Civilian has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:31:514STACKAudio bank B_CRAVER_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:31:514STACKAudio bank B_CRAVER_ENGINE has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:33:337STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:33:430STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:33:430STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:33:521STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:33:522STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:33:571STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:33:730STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:34:135STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:34:311STACK[AI0] Sync took 0.9046095 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:34:311STACK[AI0] [MainState] Start decision number 78 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:34:375STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:34:440STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:34:440STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:34:605STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:38:469STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:40:708STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:40:758STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:41:022STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:41:329STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:41:511STACK[AI0] Sync took 0.8111008 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:41:511STACK[AI0] [MainState] Start decision number 79 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:45:172STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:47:376STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:47:424STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:47:730STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:48:120STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:48:208STACK[AI0] Sync took 0.8065974 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:48:209STACK[AI0] [MainState] Start decision number 80 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:51:064STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:51:064STACKAudio bank B_CRAVER_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:51:064STACKAudio bank B_CRAVER_ENGINE has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:52:486STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:54:273STACKIn [SS_Cravers_Small_03(Clone)] Unable to find sub game object [SS_Cravers_Small_03/Dummy_Root/Base]

GalaxyModuleHull:Load()
GalaxyModule:ForceLoadIFN()
ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:54:273STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull03]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:54:684STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:54:729STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:54:930STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:54:996STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:54:996STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:55:048STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:55:108STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:55:476STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:28:55:519STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:55:584STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:55:585STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:55:636STACK[AI0] Sync took 0.9071136 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:55:636STACK[AI0] [MainState] Start decision number 81 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:28:55:696STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:28:59:549STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:01:790STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:01:852STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:02:253STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:02:675STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:02:744STACK[AI0] Sync took 1.006123 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:02:744STACK[AI0] [MainState] Start decision number 82 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:06:611STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:08:868STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:08:924STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:09:311STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:09:672STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:09:875STACK[AI0] Sync took 1.0171288 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:09:876STACK[AI0] [MainState] Start decision number 83 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:13:366STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:15:609STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:15:667STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:16:050STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:16:508STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:16:608STACK[AI0] Sync took 1.0056185 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:16:608STACK[AI0] [MainState] Start decision number 84 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:17:226STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B26, [Empire0], context guid: 1125, contruction guid: 2124

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:18:274STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B27, [Empire0], context guid: 1125, contruction guid: 2126

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:18:877STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B28, [Empire0], context guid: 1125, contruction guid: 3023

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:19:138STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000B29, [Empire0], context guid: 1125, contruction guid: 2130

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:20:229STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:22:434STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:22:495STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:22:886STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:23:323STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:23:384STACK[AI0] Sync took 0.9066106 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:23:384STACK[AI0] [MainState] Start decision number 85 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:26:801STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:28:963STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:29:020STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:29:394STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:29:915STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:29:978STACK[AI0] Sync took 1.006126 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:29:979STACK[AI0] [MainState] Start decision number 86 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:33:407STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:35:617STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:35:658STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:35:870STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:36:143STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:36:308STACK[AI0] Sync took 0.7055881 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:36:308STACK[AI0] [MainState] Start decision number 87 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:36:719STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:36:875STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:39:948STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:42:180STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:42:292STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:42:502STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:42:810STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:42:975STACK[AI0] Sync took 0.8095995 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:42:975STACK[AI0] [MainState] Start decision number 88 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:45:695STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeMedium.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeMedium.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:45:751STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeMedium.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeMedium.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:45:886STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:45:941STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:45:995STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:46:058STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:46:114STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:46:166STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:46:218STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:46:279STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:46:329STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:46:385STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:46:442STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:46:497STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:47:158STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:49:402STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:49:469STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:49:815STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:50:352STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:50:521STACK[AI0] Sync took 1.1096379 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:50:521STACK[AI0] [MainState] Start decision number 89 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:51:762STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeMedium.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeMedium.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:51:830STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:51:886STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:51:948STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:52:003STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:52:060STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:52:118STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:52:179STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:52:237STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:52:303STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:52:357STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:52:425STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:52:478STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:54:246STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:54:246STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:54:305STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:54:305STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:54:406STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:56:459STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:56:516STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:56:675STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:56:725STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:56:780STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:56:780STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:56:834STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:56:892STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:29:57:213STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:29:57:366STACK[AI0] Sync took 0.9051166 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:29:57:367STACK[AI0] [MainState] Start decision number 90 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:01:670STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:01:716STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:01:774STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:01:775STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:01:775STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:01:879STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:04:004STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:04:059STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:04:166STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000B2F, [Empire0], ShipsGUID: 1175

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator181:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:04:283STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:04:337STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:04:337STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:04:388STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:04:442STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:04:761STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:04:866STACK[AI0] Sync took 0.9106139 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:04:866STACK[AI0] [MainState] Start decision number 91 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:05:024STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:05:078STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:05:238STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:08:954STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:09:004STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:09:163STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:09:414STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:11:663STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:11:712STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:12:033STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:12:424STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:12:589STACK[AI0] Sync took 0.9171159 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:12:589STACK[AI0] [MainState] Start decision number 92 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:13:268STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:13:444STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:14:063STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:14:294STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:16:200STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:18:404STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:18:451STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:18:707STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:19:061STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:19:157STACK[AI0] Sync took 0.7180945 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:19:157STACK[AI0] [MainState] Start decision number 93 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:21:139STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:21:186STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:22:346STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:22:346STACKAudio bank B_CRAVER_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:22:347STACKAudio bank B_CRAVER_ENGINE has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:22:458STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:22:612STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:23:512STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:25:795STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:25:846STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:26:184STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:26:640STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:26:802STACK[AI0] Sync took 1.0091232 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:26:802STACK[AI0] [MainState] Start decision number 94 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:31:070STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:31:309STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeMedium.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeMedium.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:366STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeMedium.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeMedium.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:423STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:474STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:535STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:583STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:641STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:690STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:751STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:800STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:859STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:906STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:31:960STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:32:025STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Right_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:33:283STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:33:283STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:33:331STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:33:331STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:33:491STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:33:660STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:33:930STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:33:984STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:34:037STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:34:038STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:34:038STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:34:095STACK[AI0] Sync took 0.807606 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:34:095STACK[AI0] [MainState] Start decision number 95 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:34:144STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:35:611STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:35:664STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:35:827STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:36:662STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:36:713STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:36:871STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:37:560STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:37:609STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:37:659STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:37:659STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:37:772STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:30:38:619STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:40:818STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:40:878STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:41:282STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:41:736STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:41:810STACK[AI0] Sync took 1.0056554 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:41:875STACK[AI0] [MainState] Start decision number 96 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:45:910STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:48:056STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:48:120STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:48:524STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:48:994STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:49:070STACK[AI0] Sync took 1.0066258 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:49:070STACK[AI0] [MainState] Start decision number 97 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:51:626STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000B31, Ticket: 0000090C, [Empire0], ShipGUIDs: 2145 , Position: NodeIndex:26, FleetGUID: 3041

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:51:626STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:52:951STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:54:181STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000B32, [Empire0], ShipsGUID: 2145

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator181:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:55:196STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:55:258STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:55:636STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:56:184STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:30:56:318STACK[AI0] Sync took 1.1061376 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:30:56:319STACK[AI0] [MainState] Start decision number 98 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:00:303STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:02:491STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:02:554STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:02:955STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:03:421STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:03:500STACK[AI0] Sync took 1.0056278 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:03:500STACK[AI0] [MainState] Start decision number 99 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:06:918STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:09:174STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:09:234STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:09:580STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:09:983STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:10:041STACK[AI0] Sync took 0.9056139 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:10:041STACK[AI0] [MainState] Start decision number 100 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:14:093STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:16:310STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:16:371STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:16:789STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:17:258STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:17:320STACK[AI0] Sync took 1.0056301 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:17:320STACK[AI0] [MainState] Start decision number 101 (state: Main, turn: 42)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:20:649STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:22:215STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:22:215STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:22:351STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:22:512STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:22:681STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:22:681STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:22:891STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:23:326STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:23:544STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:23:545STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:23:631STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:23:708STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:23:908STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:25:095STACK[Order] OrderRecruitHero::DepartmentOfEducation/OrderRecruitHero#00000B38, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfEducation+c__Iterator1B9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:28:897STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:28:897STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:091STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.02 Politics02 = 0.01 Politics03 = 0.16 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.81 Politics00 = 0.00 TOTAL_SCORE = 6481.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:271STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.18 Politics02 = 0.53 Politics03 = 0.08 Politics04 = 0.05 Politics05 = 0.02 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 435.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:536STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:536STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:536STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:536STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:536STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:536STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:570STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.38 Politics02 = 0.09 Politics03 = 0.11 Politics04 = 0.16 Politics05 = 0.00 Politics06 = 0.25 Politics00 = 0.00 TOTAL_SCORE = 341.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:626STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:30:710STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.04 Politics02 = 0.10 Politics03 = 0.28 Politics04 = 0.20 Politics05 = 0.27 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 271.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:207STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:207STACKDisposing Encounter 2961

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:207STACKA bank that is not loading has been asked to be unloaded.

BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:UnloadAudio()
GalaxyEncounter:Unload()
GalaxyEncounter:Release(System.Reflection.ParameterInfo)
GalaxyEntityFactory:DestroyGalaxyEntity(System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:208STACKA bank that is not loading has been asked to be unloaded.

BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEncounter:UnloadAudio()
GalaxyEncounter:Unload()
GalaxyEncounter:Release(System.Reflection.ParameterInfo)
GalaxyEntityFactory:DestroyGalaxyEntity(System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Unregister(System.Reflection.ParameterInfo)
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:209STACKDisposing Encounter 2964

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:209STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:209STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:209STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:209STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:210STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:210STACKDisposing GroundBattle 2833

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:211STACKDisposing GroundBattle 2962

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:212STACK[ChatMessage] RECV: l:/_turn/43 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:36:769STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:37:185STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:37:263STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:37:323STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:37:324STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:37:324STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:37:479STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:37:479STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:38:860STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:38:860STACK[ChatMessage] RECV: l:/_turn/43 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:38:909STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:38:909STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:38:909STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:38:942STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:39:682STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#00000B3E, initiator empire index: 7, target empire index: 1, new diplomatic relation: DiplomaticRelationStateMinorAggressive

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator419:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:39:820STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000B3F, [Empire9]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22D:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:39:958STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000B40, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireImprovementMoney, Amount: -1750

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:40:163STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:40:163STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:40:225STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:41:502STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:41:579STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:41:579STACK[AI0] Sync took 1.3076632 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:41:579STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:41:640STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:48:175STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:48:175STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:48:329STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:48:329STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:48:329STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:48:541STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000B42, Ticket: 00000912

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:48:604STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:31:48:668STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000B43, Ticket: 00000913

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:57:421STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000B83, Ticket: 0000094D, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade4, ConstructionGameEntityGUID: 3058, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:57:571STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000B84, Ticket: 0000094E, [Empire1], ConstructibleElementName: TechnologyDefinitionScienceAndExploration5, ConstructionGameEntityGUID: 3059, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:58:777STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000B8C, Ticket: 00000956, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:31:58:778STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:00:241STACK[Empire 3] OrderBuyoutTradable preprocessor failed: Cannot afford 1015.714 EmpireMoney

DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:00:242STACK[AI0] TaskFailed Buy 46 Luxury8 on market/ 1092

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:00:242STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:00:737STACKIn [SS_Heroes_03] Unable to find sub game object [Dummy_Root/Base]

GalaxyModuleHull:Load()
GalaxyModule:ForceLoadIFN()
ShipDesignRenderer+ShipDesignView:PlayDeployAnimation(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignView:OneStepStateMachine()
ShipDesignRenderer+ShipDesignView:AllStepStateMachine()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:32:00:737STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull03]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull03]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:32:00:985STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:09:063STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000BCD, [Empire1], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:09:221STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000BCE, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:09:352STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000BCF, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:09:506STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000BD0, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:09:663STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000BD1, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:10:616STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:11:285STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:11:285STACK[AI0] Sync took 22.6388695 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:11:285STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:11:350STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BD5, [Empire2], Entity index: 146

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:11:635STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BD7, [Empire17], Entity index: 3890

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:11:792STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BD8, [Empire17], Entity index: 3887

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:11:942STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BD9, [Empire17], Entity index: 3886

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:12:098STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BDA, [Empire17], Entity index: 3884

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:12:245STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BDB, [Empire17], Entity index: 3882

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:12:384STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BDC, [Empire17], Entity index: 3880

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:12:560STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BDD, [Empire17], Entity index: 3879

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:12:697STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:32:12:697STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BDE, [Empire17], Entity index: 3878

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:12:839STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BDF, [Empire17], Entity index: 3877

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:12:971STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE0, [Empire17], Entity index: 3876

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:13:110STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE1, [Empire17], Entity index: 3869

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:13:252STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE2, [Empire17], Entity index: 3863

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:13:390STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE3, [Empire17], Entity index: 3862

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:13:528STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE4, [Empire17], Entity index: 3861

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:13:664STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE5, [Empire17], Entity index: 3860

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:13:794STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE6, [Empire17], Entity index: 3858

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:13:940STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE7, [Empire17], Entity index: 3856

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:14:076STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE8, [Empire17], Entity index: 3854

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:14:234STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000BE9, [Empire17], Entity index: 3849

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:14:441STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000BEA, Ticket: 00000998, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:15:161STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:15:505STACKCancelling actions on Xenis (356) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:15:982STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000BF0, Ticket: 0000099D, [Empire3], system guid: 644, contruction guid: 3005, resource name : EmpireMoney, buyout cost: 726.9802

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:15:982STACKThe construction 3005 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:17:346STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:17:473STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:18:151STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:18:956STACK[AI0] Sync took 1.6087006 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:18:956STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:19:089STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:23:176STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:25:376STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:25:429STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:25:778STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:26:349STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:26:349STACK[AI0] Sync took 1.0066245 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:26:349STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:30:303STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:31:274STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000C14, [Empire0], ShipsGUID: 2177,2179

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator181:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:32:511STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:32:569STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:32:875STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000C15, [Empire0], ShipGUIDs: 2177 2179 , Position: NodeIndex:18, FleetGUID: 3078

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:32:875STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:33:180STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:33:638STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:33:694STACK[AI0] Sync took 1.2086515 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:33:695STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:35:577STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000C16, [Empire0], context guid: 635, contruction guid: 2180

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:37:218STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:39:438STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:39:495STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:39:810STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:40:190STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:40:360STACK[AI0] Sync took 0.9061114 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:40:360STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:43:663STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#00000C1A, [Empire0], context guid: 635, contruction guid: 3083

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D0:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:44:312STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:46:545STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:46:608STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:46:960STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:47:378STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:47:424STACK[AI0] Sync took 0.9051154 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:47:425STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:50:769STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:52:957STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:53:011STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:53:340STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:54:214STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:32:54:330STACK[AI0] Sync took 1.3826718 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:54:330STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:57:794STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:32:58:270STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000C1E, [Empire0]: 635 3089 Begin 0

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:00:002STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:00:068STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:00:406STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:00:886STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:01:009STACK[AI0] Sync took 1.0061269 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:01:009STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:03:453STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000C1F, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:04:479STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000C27, [Empire0], Entity index: 849

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:04:790STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:05:088STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000C28, [Empire0], Entity index: 846

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:07:045STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:07:106STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:07:482STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:07:920STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:08:048STACK[AI0] Sync took 1.0056204 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:08:048STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:08:294STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:08:626STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:08:708STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:11:854STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:14:083STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:14:183STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:14:788STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:15:612STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:15:612STACK[AI0] Sync took 1.5096889 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:15:613STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:19:761STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:21:994STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:22:094STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:22:684STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:23:001STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:23:092STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:23:695STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:24:104STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:24:105STACK[AI0] Sync took 2.1112672 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:24:105STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:24:607STACKBegin encounter simulation ignition 58805

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:25:231STACKEnd encounter simulation ignition 58807

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:25:336STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:25:940STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:25:940STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:26:245STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:27:472STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:27:572STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:27:573STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:27:966STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:28:176STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:29:997STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:30:104STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:30:104STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:30:406STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:30:506STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:30:506STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:31:097STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:31:918STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:31:919STACK[AI0] Sync took 1.5097005 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:31:919STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:32:014STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:32:126STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:32:126STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:32:225STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:32:225STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:32:826STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:32:826STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:33:195STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:36:049STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:38:283STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:38:338STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:38:727STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:39:188STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:39:272STACK[AI0] Sync took 1.007123 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:39:273STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:39:273STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 2926 94

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:33:39:273STACK[AI0] TaskFailed Gameplay Fleet Mission 2926/ 94

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:33:43:046STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:45:206STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:45:268STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:45:707STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:46:239STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:46:350STACK[AI0] Sync took 1.1101412 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:46:350STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:50:256STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:51:516STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000C4A, [Empire0], ContextGUID: 0, ResourceName: Luxury2, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:52:453STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:52:504STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:52:840STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:53:223STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:53:340STACK[AI0] Sync took 0.9056097 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:53:340STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:53:395STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000C4C, [Empire0], ContextGUID: 0, ResourceName: Luxury2, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:57:207STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:59:477STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:33:59:537STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:33:59:924STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:00:428STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:00:428STACK[AI0] Sync took 1.0056259 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:00:428STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:02:212STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000C4E, [Empire0], ContextGUID: 0, ResourceName: Luxury2, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:02:466STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000C50, [Empire0], ContextGUID: 0, ResourceName: Luxury2, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:02:774STACK[Empire 0] OrderTransferResource preprocessor failed because the cost of -25.00 of 'Luxury2' is not affordable.

DepartmentOfTheTreasury:TransferResourcePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:02:774STACK[Empire 0] OrderTransferResource preprocessor failed because the cost of -25.00 of 'Luxury2' is not affordable.

DepartmentOfTheTreasury:TransferResourcePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:04:284STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:06:156STACKCannot find the GuiElement 'TemporaryEffectEmpireRebellion'

Amplitude.Unity.Gui.Gui:GetAltTitle(System.Reflection.ParameterInfo)
Gui:GetAltTitle(System.Reflection.ParameterInfo)
SimulationEffectParser:GenerateEffectDescriptionFromSummary(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationPropertyModifiers(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureModifiers:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

11:34:06:495STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:06:551STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:06:935STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:07:382STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:07:382STACK[AI0] Sync took 0.9056181 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:07:382STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:11:281STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:13:522STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:13:574STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:13:953STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:14:392STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:14:519STACK[AI0] Sync took 1.0061465 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:14:519STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:18:785STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:21:018STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:21:081STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:21:465STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:21:933STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:22:001STACK[AI0] Sync took 1.0051372 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:22:001STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:25:735STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:27:952STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:28:009STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:28:432STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:28:902STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:28:966STACK[AI0] Sync took 1.0051299 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:28:966STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:33:204STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:35:418STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:35:471STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:35:857STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:36:380STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:36:448STACK[AI0] Sync took 1.0056249 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:36:448STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:40:852STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:43:069STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:43:148STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:43:548STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:44:021STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:44:088STACK[AI0] Sync took 1.007124 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:44:088STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:46:899STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000C53, Ticket: 000009E3, [Empire0], ShipGUIDs: 2177 , Position: NodeIndex:18, FleetGUID: 3092

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:46:900STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:48:117STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:50:308STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:50:386STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:50:785STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:51:798STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:51:943STACK[AI0] Sync took 1.6392051 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:51:943STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:55:690STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:57:869STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:57:934STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:58:316STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:58:813STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:34:58:878STACK[AI0] Sync took 1.0056323 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:34:58:878STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:03:155STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:05:333STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:05:394STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:05:727STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:06:120STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:06:171STACK[AI0] Sync took 0.8046046 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:06:171STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:10:388STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:11:296STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000C5A, [Empire0]: 2289 3052 Begin 2

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:12:584STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:12:628STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:12:988STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:13:563STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:13:737STACK[AI0] Sync took 1.1061389 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:13:737STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:17:859STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:20:054STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:20:106STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:20:482STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:20:895STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:20:950STACK[AI0] Sync took 0.9046162 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:20:950STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:21:708STACK[Order] OrderMoveConstruction::DepartmentOfIndustry/OrderMoveConstruction#00000C5C, [Empire0]: 2289 3052 Begin 0

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1D2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:25:213STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:27:433STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:27:491STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:27:817STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:28:230STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:28:289STACK[AI0] Sync took 0.8051005 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:28:289STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:32:776STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:34:986STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:35:041STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:35:401STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:35:893STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:35:893STACK[AI0] Sync took 0.905612 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:35:893STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:40:027STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:42:228STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:42:283STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:42:643STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:42:879STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:42:931STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:43:723STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:43:955STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:44:030STACK[AI0] Sync took 1.7967403 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:44:030STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:48:065STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:50:240STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:50:306STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:50:665STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:51:157STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:51:270STACK[AI0] Sync took 1.0061305 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:51:270STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:55:750STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:57:946STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:58:005STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:58:317STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:58:687STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:35:58:744STACK[AI0] Sync took 0.8045974 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:35:58:744STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:03:131STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:05:321STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:05:378STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:05:726STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:06:159STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:06:277STACK[AI0] Sync took 0.9051141 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:06:277STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:10:404STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:12:628STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:12:715STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:13:277STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:13:959STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:14:070STACK[AI0] Sync took 1.408679 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:14:071STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 43)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:16:194STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:16:194STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:16:342STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:18:725STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:18:862STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:18:862STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:19:065STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:19:482STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:19:682STACKDisposing ServerEncounter 3091

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:19:682STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:19:682STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:19:744STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:19:823STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:20:039STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:24:883STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:24:883STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:25:904STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:25:986STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.02 Politics02 = 0.01 Politics03 = 0.15 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.82 Politics00 = 0.00 TOTAL_SCORE = 6568.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:26:115STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:26:160STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.18 Politics02 = 0.54 Politics03 = 0.08 Politics04 = 0.06 Politics05 = 0.02 Politics06 = 0.13 Politics00 = 0.00 TOTAL_SCORE = 424.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:26:412STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.40 Politics02 = 0.09 Politics03 = 0.11 Politics04 = 0.16 Politics05 = 0.00 Politics06 = 0.23 Politics00 = 0.00 TOTAL_SCORE = 351.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:26:509STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:26:509STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:26:604STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.04 Politics02 = 0.11 Politics03 = 0.26 Politics04 = 0.20 Politics05 = 0.27 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 271.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:26:605STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000C67, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:26:605STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:32:829STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:36:32:931STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:32:931STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:32:931STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:32:931STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:32:931STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:32:931STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:32:931STACKDisposing GroundBattle 2833

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:32:931STACKDisposing GroundBattle 2962

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:32:931STACK[ChatMessage] RECV: l:/_turn/44 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:33:123STACK[Order] OrderTriggerStarSystemRebellion::DepartmentOfTheInterior/OrderTriggerStarSystemRebellion#00000C69, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator232:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:33:600STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator173:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:33:648STACKCould not find GuiElement for 'NotificationFleetFinishedSleep'

GuiNotification:.ctor()
NotificationOnFleet:.ctor()
NotificationFleetFinishedSleep:.ctor()
System.Reflection.MonoCMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoCMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.ConstructorInfo:Invoke(System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Activator:CreateInstance(System.Reflection.ParameterInfo)
GuiNotificationManager:RecordEventForEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiNotificationManager:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo)
SleepFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
SleepFleetAction:Fleet_VisibleEntitySeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Fleet:OnSeeEntity(System.Reflection.ParameterInfo)
VisibilityController:RefreshVision(System.Reflection.ParameterInfo)
VisibilityController:RefreshVisibility()
VisibilityController:Update()

11:36:34:213STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:34:644STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:34:717STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:34:792STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:34:792STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:34:792STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:34:959STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:34:959STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:36:381STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:36:381STACK[ChatMessage] RECV: l:/_turn/44 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:36:403STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:36:403STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:36:403STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:36:463STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:37:780STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:37:780STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:37:925STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:39:118STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:39:189STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:39:266STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:39:266STACK[AI0] Sync took 1.3081627 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:39:266STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:46:597STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:46:597STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:47:376STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:47:376STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:47:448STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000C76, Ticket: 000009EF

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:47:449STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:47:592STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000C77, Ticket: 000009F0

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:47:592STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:36:47:736STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000C78, Ticket: 000009F1

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:47:878STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000C79, Ticket: 000009F2

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:51:180STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:36:59:735STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000CB6, Ticket: 00000A2A, [Empire1], ShipGUIDs: 3071 , Position: NodeIndex:61, FleetGUID: 3114

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:36:59:735STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:00:861STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000CBB, Ticket: 00000A2F, [Empire1], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade13, ConstructionGameEntityGUID: 3123, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:01:720STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000CBF, Ticket: 00000A33, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration7, ConstructionGameEntityGUID: 3128, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:02:154STACKThe construction 3131 is already at the index 1.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:ClientQueueConstruction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:02:390STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000CC2, Ticket: 00000A36, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:02:390STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:03:480STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:15:065STACKCancelling actions on Estre (150) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:15:309STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000CFD, [Empire1], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:15:726STACK[Order] OrderRecruitHero::DepartmentOfEducation/OrderRecruitHero#00000CFF, Ticket: 00000A70, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfEducation+c__Iterator1B9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:16:145STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:17:022STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:17:022STACK[AI0] Sync took 29.3711867 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:17:022STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:17:123STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D00, [Empire2], Entity index: 153

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:17:720STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D03, [Empire17], Entity index: 4043

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:17:917STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D04, [Empire17], Entity index: 4042

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:18:104STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D05, [Empire17], Entity index: 4041

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:18:333STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D06, [Empire17], Entity index: 4039

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:18:536STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D07, [Empire17], Entity index: 4038

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:18:717STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D08, [Empire17], Entity index: 4037

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:18:926STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D09, [Empire17], Entity index: 4036

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:19:112STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0A, [Empire17], Entity index: 4033

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:19:315STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0B, [Empire17], Entity index: 4027

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:19:516STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0C, [Empire17], Entity index: 4024

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:19:718STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0D, [Empire17], Entity index: 4023

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:19:899STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0E, [Empire17], Entity index: 4022

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:20:093STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D0F, [Empire17], Entity index: 4020

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:20:294STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D10, [Empire17], Entity index: 4016

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:20:481STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D11, [Empire17], Entity index: 4015

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:20:683STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D12, [Empire17], Entity index: 4013

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:20:868STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D13, [Empire17], Entity index: 4010

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:21:062STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D14, [Empire17], Entity index: 4006

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:21:243STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D15, [Empire17], Entity index: 4004

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:21:437STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D16, [Empire17], Entity index: 4001

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:21:650STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D17, [Empire17], Entity index: 4000

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:21:837STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D18, [Empire17], Entity index: 3998

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:22:007STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D19, [Empire17], Entity index: 3997

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:22:157STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D1A, [Empire17], Entity index: 3996

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:22:157STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:22:334STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D1B, [Empire17], Entity index: 3995

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:22:450STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000D1C, Ticket: 00000A71, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:24:403STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:25:085STACK[Order] OrderBuyoutConstruction::DepartmentOfIndustry/OrderBuyoutConstruction#00000D2B, Ticket: 00000A80, [Empire2], system guid: 1286, contruction guid: 3133, resource name : EmpireEmpirePoint, buyout cost: 989.9496

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:25:085STACKThe construction 3133 is already at the index 0.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1CF:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:25:148STACK[Empire 2] OrderBuyoutConstruction preprocessor failed: Construction is already bought out

DepartmentOfIndustry:BuyoutConstructionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:25:149STACK[AI0] TaskFailed Buyout constructible Colonize Arid/ 1187

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:25:149STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfIndustry/OrderBuyoutConstruction

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:25:221STACKThe construction 3143 is already at the index 1.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:ClientQueueConstruction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:25:488STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:26:284STACKCancelling actions on Corana (167) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:26:428STACKCancelling actions on Orm (19) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:26:564STACKCancelling actions on Lisul (469) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:26:634STACK[Empire 17] OrderEntityAction preprocessing failed because GuardEmpireLocalActionDefinition cannot be executed with given parameters.

DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:26:696STACKCancelling actions on Lynx (509) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:26:831STACKCancelling actions on Dyl (350) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:26:977STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:27:445STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:27:542STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:28:113STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:28:444STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:28:445STACKTrying to unregister a GalaxyHangar which wasn't registered.

VisibleGalaxyHangarRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyHangar:SetVisible(System.Reflection.ParameterInfo)
GalaxyHangar+c__Iterator155:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:AddHangarTo(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:InitializeColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:CreateColonizedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:28:445STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:AddPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:TransferPopulationOnStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizeFleetAction:ClientTerminate()
EntityAction:ClientExecute()
EntityAction:TerminateAction()
FleetActionWithFeedback:ClientUpdate()
EntityAction:ClientExecute()
DepartmentOfLabour:ClientUpdate()
DepartmentOfLabour:IGameStateUpdatable.Update(System.Reflection.ParameterInfo)
Empire:Update(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClientState`1[T]:Run()
GameClientState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:28:496STACKCan't found any object for uri '/game-entities/1828'.

SyncMessageJob:ProcessExecuteSyncContractMessage(System.Reflection.ParameterInfo)
SyncMessageJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:37:28:496STACKCan't found any object for uri '/game-entities/1920'.

SyncMessageJob:ProcessExecuteSyncContractMessage(System.Reflection.ParameterInfo)
SyncMessageJob:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:37:28:910STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:28:910STACK[AI0] Sync took 4.5275619 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:28:910STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:33:257STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D51, [Empire1], Entity index: 406

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:33:469STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:34:528STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000D57, Ticket: 00000AA4, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:34:528STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:35:666STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:35:752STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:36:347STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:37:138STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:37:237STACK[AI0] Sync took 1.5086864 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:37:237STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:37:416STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000D5A, Ticket: 00000AA5, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:37:913STACKBegin encounter simulation ignition 62327

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:38:584STACKEnd encounter simulation ignition 62329

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:38:687STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:39:171STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:39:171STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:39:384STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:40:185STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:40:248STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:40:248STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:40:536STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:42:089STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:42:494STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:42:799STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:42:799STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:42:978STACK[Order] OrderChangeOutpostGrowthProvider::DepartmentOfTheInterior/OrderChangeOutpostGrowthProvider#00000D6B, Ticket: 00000AB5, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator21C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:43:536STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:44:383STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:44:477STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:45:014STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:45:895STACK[AI0] Sync took 1.407681 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:45:896STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:46:025STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionHeroes.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionHeroes.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:37:46:025STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:46:474STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:46:540STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:46:541STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:46:834STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:47:800STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:47:873STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:47:873STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:48:156STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:48:659STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:48:735STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:48:735STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:48:889STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:48:889STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:49:329STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:49:329STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:49:639STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:50:078STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:52:302STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:52:380STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:52:799STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:53:180STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:53:252STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:53:699STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:54:005STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:37:54:005STACK[AI0] Sync took 1.7117156 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:54:005STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:37:54:005STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 3105 99

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Gameplay:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:37:54:005STACK[AI0] TaskFailed Gameplay Fleet Mission 3105/ 99

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.PirateEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:37:58:700STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:00:975STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:01:049STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:01:489STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:01:977STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:02:051STACK[AI0] Sync took 1.1076367 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:02:051STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:04:472STACKAudio bank B_Heroes has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
HeroInspectionModalWindow:Unbind()
HeroInspectionModalWindow:OnEndHide()
Amplitude.Unity.Gui.GuiPanel+c__Iterator63:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:38:06:963STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:09:163STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:09:209STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:09:616STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:10:094STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:10:162STACK[AI0] Sync took 1.0061304 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:10:163STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:12:201STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000D83, [Empire0], ShipsGUID: 1343,1341

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator181:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:14:278STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:16:527STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:16:634STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:17:193STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:18:276STACK[AI0] Sync took 1.811223 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:18:276STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:18:372STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:23:127STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:25:333STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:25:373STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:25:636STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:25:822STACKCannot find the GuiElement 'ShipDesign#3026'

Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo)
Gui:GetTitle(System.Reflection.ParameterInfo)
GuiColonizedStarSystem:get_ConstructionQueue()
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCell:SetComparable(System.Reflection.ParameterInfo)
GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:BindCell(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:RefreshLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SystemSelectionModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:38:25:822STACKCannot find the GuiElement 'ShipDesign#3018'

Amplitude.Unity.Gui.Gui:GetTitle(System.Reflection.ParameterInfo)
Gui:GetTitle(System.Reflection.ParameterInfo)
GuiColonizedStarSystem:get_ConstructionQueue()
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoProperty:GetValue(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCell:SetComparable(System.Reflection.ParameterInfo)
GuiTableCell:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableCellSystemQueue:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:BindCell(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenArray(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTableLine:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:RefreshLine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeTransform:RefreshChildrenIList(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTable:Refresh(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SystemSelectionModalWindow:Refresh()
Amplitude.Unity.Gui.GuiPanel+c__Iterator61:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:38:26:134STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:26:382STACK[AI0] Sync took 1.021128 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:26:382STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:31:608STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:33:817STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:33:852STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:34:050STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:34:285STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:34:433STACK[AI0] Sync took 0.631574 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:34:433STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:39:744STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:41:992STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:42:063STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:42:492STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:42:906STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:43:122STACK[AI0] Sync took 1.1121376 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:43:123STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:49:166STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:51:401STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:51:490STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:52:012STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:52:620STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:52:692STACK[AI0] Sync took 1.3151675 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:52:692STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:56:282STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000D85, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:57:549STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:57:665STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D8F, [Empire0], Entity index: 885

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:57:802STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D90, [Empire0], Entity index: 879

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:59:752STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:38:59:818STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:38:59:818STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D91, [Empire0], Entity index: 876

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:00:200STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:01:102STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:01:225STACK[AI0] Sync took 1.4816876 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:01:225STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:05:787STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:08:017STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:08:115STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:08:715STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:09:292STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:09:293STACK[AI0] Sync took 1.3101642 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:09:293STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:14:205STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:15:076STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000D92, Ticket: 00000AD4, [Empire0], ShipGUIDs: 3031 , Position: NodeIndex:16, FleetGUID: 3158

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:15:076STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:16:414STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:16:483STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:16:902STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:17:465STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:17:536STACK[AI0] Sync took 1.1066387 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:17:536STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:22:087STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:24:278STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:24:341STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:24:707STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:25:126STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:25:299STACK[AI0] Sync took 1.0061276 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:25:300STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:30:069STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:32:312STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:32:361STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:32:362STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D98, [Empire0], Entity index: 907

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:32:723STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:33:164STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:33:165STACK[AI0] Sync took 0.9056126 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:33:165STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:37:838STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:40:021STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:40:084STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:40:438STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:40:846STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:40:972STACK[AI0] Sync took 0.9046117 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:40:972STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:44:417STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000D9B, [Empire0], Entity index: 909

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:45:192STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:47:400STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:47:456STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:47:801STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:48:190STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:48:305STACK[AI0] Sync took 0.9061176 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:48:305STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:53:244STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:55:479STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:55:537STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:55:900STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:56:349STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:39:56:458STACK[AI0] Sync took 1.0071234 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:39:56:458STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:01:326STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:03:560STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:03:619STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:03:996STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:04:445STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:04:571STACK[AI0] Sync took 1.0061257 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:04:571STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:09:585STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:11:781STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:11:813STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:12:056STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:12:297STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:40:12:431STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:40:12:432STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:40:12:609STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:40:12:715STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:12:811STACK[AI0] Sync took 1.0136267 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:12:812STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:13:357STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:40:13:424STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:40:13:424STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:40:13:578STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:40:17:982STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:20:168STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:20:206STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:20:479STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:20:815STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:20:996STACK[AI0] Sync took 0.8055994 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:20:996STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:26:705STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:28:944STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:28:998STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:29:263STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:29:598STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:29:744STACK[AI0] Sync took 0.8086001 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:29:744STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:35:681STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:37:901STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:37:941STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:38:193STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:38:625STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:38:718STACK[AI0] Sync took 0.8056045 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:38:718STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:42:224STACKAudio bank B_CRAVER_HULL_SMALL_Attack has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:42:224STACKAudio bank B_CRAVER_GENERIC has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:42:225STACKAudio bank B_CRAVER_ENGINE has correctly been released.

Amplitude.Unity.Audio.AudioManager+BankHandle:UnloadBank()
Amplitude.Unity.Audio.AudioManager:UnloadBank(System.Reflection.ParameterInfo)
BankAudioModule:UnloadBanks(System.Reflection.ParameterInfo)
BankAudioModule:OnEventReceived(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Audio.AudioManager:SendEventToAudioModules(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignEditionPanel:Unbind()
ShipDesignModalWindow:Unbind()
ShipDesignModalWindow:OnBeginHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiPanel:Hide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindow:InternalHide(System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStack:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiWindowsStackModal:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiManager:HideWindow(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignModalWindow:OnClose()
ShipDesignModalWindow:OnShipDesignOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameClient+c__Iterator455:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:44:551STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:45:960STACK[Order] OrderRetrofitShips::DepartmentOfDefense/OrderRetrofitShips#00000D9F, [Empire0], ShipsGUID: 1175

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator181:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:46:725STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:46:794STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:47:208STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:47:766STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:47:905STACK[AI0] Sync took 1.2076484 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:47:905STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:48:168STACK[Order] OrderCancelEntityAction::DepartmentOfLabour/OrderCancelEntityAction#00000DA0, [Empire0], Entity index: 552, Refund: False

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F1:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:53:446STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:55:658STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:55:716STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:56:140STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:56:653STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:40:56:722STACK[AI0] Sync took 1.0346344 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:40:56:723STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:00:948STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:01:123STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:02:019STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:03:551STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:03:603STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:03:654STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:03:654STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:03:767STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:04:214STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:04:273STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:04:603STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:04:999STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:05:168STACK[AI0] Sync took 0.9081136 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:05:168STACK[AI0] [MainState] Start decision number 29 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:05:332STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:05:391STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:06:875STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:06:941STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:07:692STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:07:770STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:07:824STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:07:988STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:08:981STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:09:036STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:09:088STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:09:088STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:09:202STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:10:896STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:11:180STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:11:232STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:11:389STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:13:119STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:13:159STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:13:426STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:13:478STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:13:538STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:13:675STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:13:902STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:14:074STACK[AI0] Sync took 0.9061124 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:14:074STACK[AI0] [MainState] Start decision number 30 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:15:365STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeMedium.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeMedium.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:15:417STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeMedium.ShipHull01]] for descriptor [ShipFactionCravers.ShipSizeMedium.ShipHull01]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:15:631STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:15:696STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:15:753STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:15:807STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:15:863STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:15:918STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:15:975STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_02, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:16:031STACK[Turret] In Dummy_Root/Base/MDL_Wp_SmallSide_Left_03, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:16:087STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:16:141STACKShipDesignRenderer didn't found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull04]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull04]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:16:200STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Left_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:16:200STACK[Turret] In Base/Nose00_00/MDL_Wp_SmallSide_Right_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:16:840STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_01, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:17:044STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:17:096STACKShipDesignRenderer found anchor [CameraAnchor[ShipFactionCravers.ShipSizeSmall.ShipHull02]] for descriptor [ShipFactionCravers.ShipSizeSmall.ShipHull02]

ShipDesignRenderer:FindCameraAnchor(System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateCameraPosAndGridElementAccordingToShipDesign(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:17:148STACK[Turret] In Dummy_Root/Base/MDL_Wp_Small_Up_00, missing component ModuleTurretMecanimEventReceiver near the animator

GalaxyModuleTurretThreeAxis:OnTurretBinded(System.Reflection.ParameterInfo)
GalaxyModuleTurret:SetInstanciedTurret(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyModuleTurret:ChangeTurretPrefabIFN(System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:RefreshTurretWithPrefab(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ShipDesignRenderer+ShipDesignViewTurretHolder:OneStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:AllStepStateMachine()
ShipDesignRenderer+ShipDesignViewTurretHolder:OnUpdate()
ShipDesignRenderer+ShipDesignView:OnUpdate()
ShipDesignRenderer:UpdateView(System.Reflection.ParameterInfo)
ShipDesignRenderer:Update()

11:41:19:466STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:21:729STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:21:800STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:22:199STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:22:632STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:22:694STACK[AI0] Sync took 1.0056214 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:22:694STACK[AI0] [MainState] Start decision number 31 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:28:088STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:30:306STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:30:366STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:30:717STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:31:177STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:31:177STACK[AI0] Sync took 0.9056091 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:31:178STACK[AI0] [MainState] Start decision number 32 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:36:439STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:38:656STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:38:707STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:39:084STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:39:536STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:39:646STACK[AI0] Sync took 1.0051254 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:39:646STACK[AI0] [MainState] Start decision number 33 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:44:955STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:47:177STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:47:245STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:47:647STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:48:122STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:48:258STACK[AI0] Sync took 1.1061431 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:48:258STACK[AI0] [MainState] Start decision number 34 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:53:341STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:54:974STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000DA5, Ticket: 00000AE0, [Empire0], ShipGUIDs: 1343 , Position: NodeIndex:28, FleetGUID: 3161

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:54:975STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:55:550STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:55:616STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:56:025STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:56:573STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:41:56:573STACK[AI0] Sync took 1.0061257 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:41:56:573STACK[AI0] [MainState] Start decision number 35 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:01:959STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:04:135STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:04:200STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:04:579STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:05:034STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:05:095STACK[AI0] Sync took 0.9071136 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:05:095STACK[AI0] [MainState] Start decision number 36 (state: Main, turn: 44)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:10:116STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:10:739STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:10:739STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:10:870STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:11:021STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:11:150STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:11:150STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:11:349STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:11:755STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:11:954STACKDisposing ServerEncounter 3142

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:11:955STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:11:955STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:12:020STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:12:084STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:12:280STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:16:665STACKCould not retrieve ShipDesign 'MFInsectoidSmallAttackAvg'

Marketplace:RefillShipsStock(System.Reflection.ParameterInfo)
Marketplace:ITradingManagementService.ServerEndTurn()
GameServerState_Turn_End+c__Iterator469:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:17:004STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:17:004STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:129STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.02 Politics02 = 0.01 Politics03 = 0.15 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.82 Politics00 = 0.00 TOTAL_SCORE = 6672.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:267STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:300STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.17 Politics02 = 0.54 Politics03 = 0.09 Politics04 = 0.06 Politics05 = 0.02 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 423.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:630STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:630STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:668STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.43 Politics02 = 0.10 Politics03 = 0.10 Politics04 = 0.16 Politics05 = 0.00 Politics06 = 0.21 Politics00 = 0.00 TOTAL_SCORE = 371.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:782STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000DAB, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:782STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:828STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.04 Politics02 = 0.09 Politics03 = 0.26 Politics04 = 0.22 Politics05 = 0.26 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 268.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:906STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000DAC, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:18:906STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:539STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:539STACKDisposing Encounter 3091

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:539STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:539STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:539STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:540STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:540STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:540STACKDisposing GroundBattle 2833

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:540STACKDisposing GroundBattle 2962

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:24:540STACK[ChatMessage] RECV: l:/_turn/45 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:25:664STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:26:031STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:26:105STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:26:158STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:26:158STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:26:158STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:26:293STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:26:293STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:27:122STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:27:122STACK[ChatMessage] RECV: l:/_turn/45 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:27:140STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:27:140STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:27:141STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:27:199STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:28:503STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:28:686STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000DB7, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -805

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:29:051STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:29:236STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000DBA, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -763

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:29:705STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:29:706STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:29:889STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:31:455STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:31:555STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:31:555STACK[AI0] Sync took 1.7107182 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:31:555STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:31:645STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:39:127STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:39:127STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:39:349STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:39:349STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:39:349STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:39:438STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000DBC, Ticket: 00000AE3

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:39:614STACK[Order] OrderRecruitHero::DepartmentOfEducation/OrderRecruitHero#00000DBD, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfEducation+c__Iterator1B9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:39:615STACK[Quest] Adding global quest variable: $ChosenHero = Hero for empire 2

QuestManagerState:AddGlobalVariable(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:Trigger(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuest(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.TryTriggerQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:ActivateQuestTrigger(System.Reflection.ParameterInfo)
QuestManager:IQuestManagementService.ActivateTriggers(System.Reflection.ParameterInfo)
QuestManager:ExecuteQuests(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
QuestManager:GameEntityRepositoryService_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfEducation:RecruitHero(System.Reflection.ParameterInfo)
DepartmentOfEducation+c__Iterator1B9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:39:786STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:49:487STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000DFB, Ticket: 00000B1C, [Empire2], ShipGUIDs: 3153 , Position: NodeIndex:33, FleetGUID: 3200

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:49:487STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:50:128STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000E00, Ticket: 00000B21, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:50:128STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:50:324STACK[Empire 3] OrderBuyoutTradable preprocessor failed: Cannot afford 1011.568 EmpireMoney

DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:50:324STACK[AI0] TaskFailed Buy 46 Luxury8 on market/ 1142

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:50:325STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:50:388STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000E02, Ticket: 00000B24, [Empire3], ShipGUIDs: 3011 , Position: NodeIndex:74, FleetGUID: 3205

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:50:388STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:51:568STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000E0B, Ticket: 00000B2D

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:51:623STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:51:680STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000E0C, Ticket: 00000B2E

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator41A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:51:779STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000E0D, Ticket: 00000B2F

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator413:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:56:357STACKCancelling actions on Oiad (264) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:56:457STACKCancelling actions on Aeri (295) for all empires with flag CancelOnAnything CancelOnGuard . Empire initiator = 17

DepartmentOfLabour:ExecuteAction(System.Reflection.ParameterInfo)
DepartmentOfLabour+c__Iterator1F2:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:56:548STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000E3D, [Empire1], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:56:629STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000E3E, [Empire1], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:56:718STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000E3F, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:56:811STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000E40, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:56:904STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000E41, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:56:990STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000E42, [Empire3], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:57:317STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:57:725STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:57:771STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E43, [Empire1], Entity index: 410

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:57:861STACK[AI0] Sync took 18.1097806 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:57:861STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:42:57:954STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E45, [Empire17], Entity index: 4185

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:043STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E46, [Empire17], Entity index: 4183

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:132STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E47, [Empire17], Entity index: 4182

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:230STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E48, [Empire17], Entity index: 4181

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:321STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E49, [Empire17], Entity index: 4180

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:403STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E4A, [Empire17], Entity index: 4178

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:494STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E4B, [Empire17], Entity index: 4177

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:594STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E4C, [Empire17], Entity index: 4176

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:687STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E4D, [Empire17], Entity index: 4169

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:779STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E4E, [Empire17], Entity index: 4167

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:859STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E4F, [Empire17], Entity index: 4166

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:58:950STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E50, [Empire17], Entity index: 4165

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:046STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E51, [Empire17], Entity index: 4164

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:137STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E52, [Empire17], Entity index: 4162

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:241STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E53, [Empire17], Entity index: 4161

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:331STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E54, [Empire17], Entity index: 4160

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:411STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E55, [Empire17], Entity index: 4158

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:501STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E56, [Empire17], Entity index: 4157

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:602STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E57, [Empire17], Entity index: 4156

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:694STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E58, [Empire17], Entity index: 4154

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:785STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E59, [Empire17], Entity index: 4152

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:866STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E5A, [Empire17], Entity index: 4151

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:42:59:960STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E5B, [Empire17], Entity index: 4148

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:00:061STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E5C, [Empire17], Entity index: 4144

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:00:141STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000E5D, [Empire17], Entity index: 4143

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:00:733STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000E5E, Ticket: 00000B5D, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:00:734STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:02:823STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:03:344STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:04:527STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:04:572STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:05:569STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:05:741STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000E86, Ticket: 00000B85, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:05:934STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000E88, Ticket: 00000B87, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:05:935STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:06:059STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:06:336STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:06:702STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:06:876STACK[AI0] Sync took 1.3071657 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:06:877STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:06:973STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000E8C, Ticket: 00000B8B, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:07:063STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000E8D, Ticket: 00000B8C, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:07:150STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000E8E, Ticket: 00000B8D, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:07:609STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000E93, Ticket: 00000B91

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:10:258STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000E97, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:11:702STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EA2, [Empire0], Entity index: 855

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:11:848STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000EA3, [Empire0], Entity index: 801

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:12:714STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:12:714STACK[AI0] Encounter 3214 : Can't find play because gameplay efficiencies are bad

Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:43:12:792STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000EA4, Ticket: 00000B9F, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1E9:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:13:000STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000EA5, Ticket: 00000BA0, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:13:001STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:14:883STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:14:942STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:15:429STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:16:101STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:16:102STACK[AI0] Sync took 1.2076497 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:16:102STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:16:297STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000EA8, Ticket: 00000BA2, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfInternalAffairs+c__Iterator1EA:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:16:507STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000EA9, Ticket: 00000BA3, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:21:262STACK[AI0] Encounter 3214 : Can't find play because gameplay efficiencies are bad

Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:43:21:387STACK[AI0] Encounter 3214 : Can't find play because gameplay efficiencies are bad

Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:43:21:673STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:22:027STACKBegin encounter simulation ignition 67807

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:22:644STACKEnd encounter simulation ignition 67809

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:22:718STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:23:027STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:23:027STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:23:234STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:23:886STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:23:957STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:24:115STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:24:178STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:24:178STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:24:461STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:24:750STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:25:235STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:25:316STACK[AI0] Sync took 1.4091788 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:25:316STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:26:498STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:26:567STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:26:567STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:26:861STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:28:335STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:28:395STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:28:396STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:28:664STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:30:147STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:30:212STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:30:212STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:30:377STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:30:507STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:31:031STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:31:102STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:31:102STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:31:243STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:31:243STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:31:654STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:31:654STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:31:949STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:32:588STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:32:659STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:33:079STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:34:133STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:34:204STACK[AI0] Sync took 1.5716992 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:34:204STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:34:552STACK[Empire 3] OrderEntityAction preprocessing failed because MoveToFleetActionDefinition cannot be executed with given parameters.

DepartmentOfLabour:EntityActionPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:34:552STACKGoToFleetAction #175: MoveTo order failed.

GoToFleetAction:OnMoveToOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:34:621STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:34:956STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:35:032STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:39:229STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:39:292STACK[Empire 3] OrderRepairShips preprocessor failed: EncounterInProgress

DepartmentOfDefense:RepairShipsPreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:39:292STACK[AI0] TaskFailed Repair : 3205/ 1177

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:39:292STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfDefense/OrderRepairShips

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:41:144STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000ED2, [Empire0], Entity index: 941

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:41:422STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:41:487STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:41:866STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:42:417STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:42:556STACK[AI0] Sync took 1.1066409 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:42:556STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:47:434STACK[AI0] Encounter 3215 : Can't find play because gameplay efficiencies are bad

Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:43:47:900STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:50:092STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:50:145STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:50:529STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:50:971STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:51:041STACK[AI0] Sync took 0.9066174 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:51:041STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:56:039STACK[AI0] Encounter 3215 : Can't find play because gameplay efficiencies are bad

Amplitude.AI.Core.Brain.Generators.Encounter.DefaultEncounterSolver:ComputeLocalMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:ComputeMotivation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.RootGenerator`3[TContext,TChildMessage,TGenerationData]:GenerateFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Services.Managers.DecisionNetworkManager:RunDecisionNetworkFor(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Decision:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:43:56:243STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:56:612STACKBegin encounter simulation ignition 68290

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:57:244STACKEnd encounter simulation ignition 68292

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:57:318STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:57:604STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:57:604STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:57:816STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:58:516STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:58:585STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:58:653STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:58:721STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:58:721STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:59:025STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:59:382STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:59:891STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:43:59:963STACK[AI0] Sync took 1.5091904 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:43:59:963STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:01:114STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:01:338STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:01:338STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:01:621STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:02:343STACKGameClientState_Turn_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:02:343STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:02:500STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:03:255STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:03:319STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:03:319STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:03:606STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:04:709STACK[AI0] [MainState] We must finish the turn but AI is in an encounter or ground battle.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:04:992STACK[AI0] [MainState] Partial Synchronization started on state OthersWantToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:05:064STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:05:065STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:05:065STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:05:134STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:05:134STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:05:423STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:05:845STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:06:372STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:06:372STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:06:435STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:06:435STACK[AI0] Sync took 1.40768 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:06:435STACK[AI0] [MainState] Start decision number 10 (state: OthersWantToEndTheTurn, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:06:504STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:06:504STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:06:573STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:06:573STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:07:417STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:07:417STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:07:702STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:11:872STACK[AI0] [MainState] We must finish the turn but AI is in an encounter or ground battle.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:12:157STACK[AI0] [MainState] Partial Synchronization started on state OthersWantToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:12:224STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:12:224STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:12:651STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:13:179STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:13:180STACK[AI0] Game state: OthersWantToEndTheTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:AskToFinishTheTurn()
AIManager:AskToFinishTheTurn()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:13:180STACK[AI0] Sync took 1.0071269 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:13:180STACK[AI0] [MainState] Start decision number 11 (state: OthersWantToEndTheTurn, turn: 45)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:13:180STACK[AI0] Cancel Fleet mission without fleet Go to the node and launch the probe! 492

Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.FleetMissions.FleetMission_ExploreNode:CheckMissionStatus()
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:Tick()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:44:13:180STACK[AI0] TaskFailed Go to the node and launch the probe!/ 492

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:CheckMissionStatus()
Amplitude.AI.Core.Brain.Actuators.FleetMissionActuator:WaitingForCompletionUpdate()
Amplitude.AI.Core.Services.Managers.TaskExecutionManager:UpdateActuators(System.Reflection.ParameterInfo)
Amplitude.AI.Core.AIPlayers.MajorEmpire.PlayerStates.PlayerState_Analysis:Run()
Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)

11:44:18:739STACK[AI0] [MainState] Send the AI Signal ReadyToEndTheTurn.

Amplitude.AI.Core.AIMainStates.MainState_WaitForEndTurn:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:18:788STACKGameServerState_Turn_Finished

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:18:788STACK[AI0] Game state: FinishTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:21:043STACK[GameServerState_Turn_Finished] Encounter Sync Pass#0.

GameServerState_Turn_Finished+c__Iterator1EF:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Finished:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:21:249STACKGameClientState_Turn_FinishedAndLocked

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_FinishedAndLocked:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:21:348STACKDisposing ServerEncounter 3214

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:21:348STACKDisposing ServerEncounter 3215

ServerEncounter:Dispose()
GameServer:ClearServerEncounters()
GameServerState_Turn_Finished:End(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:21:348STACKGameServerState_Turn_Elections

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:21:348STACK[AI0] Game state: InterTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:21:529STACKGameClientState_Turn_Elections

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Elections:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:21:550STACKGameClientState_Turn_ElectionsFinished

GameClientState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:21:637STACKGameServerState_Turn_End

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:25:084STACKGameServerState_Turn_Ended

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:25:084STACKGameClientState_Turn_End

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_End:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:26:484STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.01 Politics02 = 0.00 Politics03 = 0.10 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.88 Politics00 = 0.00 TOTAL_SCORE = 10381.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:26:668STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:26:668STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:26:704STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.17 Politics02 = 0.55 Politics03 = 0.09 Politics04 = 0.05 Politics05 = 0.02 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 427.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:155STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.40 Politics02 = 0.10 Politics03 = 0.10 Politics04 = 0.14 Politics05 = 0.00 Politics06 = 0.26 Politics00 = 0.00 TOTAL_SCORE = 387.50

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:315STACKInfinite loop detected!

DepartmentOfIndustry+c__Iterator1DE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:315STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated

ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:ColonizePlanetAndStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior:DepartmentOfIndustry_PlanetColonizationConstructionchange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:OnConstructionChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1DC:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:315STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000F02, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:316STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:356STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.05 Politics02 = 0.07 Politics03 = 0.27 Politics04 = 0.22 Politics05 = 0.23 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 284.00

Senate:RefreshEmpirePoliticsSupport()
Senate+c__Iterator2BE:MoveNext()
Amplitude.Coroutine:Run()
GameClientState_Turn_End:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:483STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000F04, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:483STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:603STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000F05, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:27:603STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACKGameClientState_Turn_Ended

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACKDisposing Encounter 3142

Encounter:Dispose()
EncounterRepository:ClearEncounters(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACKDisposing GroundBattle 1531

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACKDisposing GroundBattle 1685

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACKDisposing GroundBattle 1774

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACKDisposing GroundBattle 2459

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACKDisposing GroundBattle 2612

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACKDisposing GroundBattle 2833

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACKDisposing GroundBattle 2962

GroundBattle:Dispose()
GroundBattleRepository:ClearFinishedGroundBattles()
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:673STACK[ChatMessage] RECV: l:/_turn/46 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
GameClientState_Turn_Ended:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:960STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000F09, [Empire2]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:31:961STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator183:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:32:381STACKGameServerState_CheckForGameEndingConditions

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_CheckForGameEndingConditions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:32:710STACKGameServerState_Turn_Dump

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:32:766STACKGameClientState_Turn_ClearEntityActions

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_ClearEntityActions:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:32:822STACKGameClientState_Turn_Dump

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:32:822STACKGameClientState_Turn_Dump_Finished

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:32:822STACKOrder history flushed.

GameClient:ClearOrderHistory()
GameClientState_Turn_Dump_Finished:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:32:932STACKSynchronization state is 'Synchronized'.

GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:32:932STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ISynchronizationService_SynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:NotifySynchronizationStateChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:RefreshSynchronizationState()
GameServerState_Turn_Dump+c__Iterator467:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_Dump:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:34:301STACKGameServerState_Autosave

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Autosave:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:34:301STACK[ChatMessage] RECV: l:/_turn/46 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:AutoSaveGame(System.Reflection.ParameterInfo)
GameServerState_Autosave+c__Iterator45F:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Autosave:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:34:319STACKGameServerState_Transition

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Transition:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:34:319STACKTransition is synced.

GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:34:319STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServerState_Transition:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:34:364STACKGameServerState_Turn_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:35:024STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator176:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:35:087STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000F11, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -1015

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:35:356STACKGameServerState_Turn_AI_Begin

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:35:356STACK[AI0] Game state: BeginTurn.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:35:475STACK[AI0] [MainState] Full Synchronization started on state BeginTurn.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:36:767STACK[AI0] [MainState] Send the AI Signal ReadyToBeginTheTurn

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:36:824STACKEnd of AI begin turn: Running

GameServerState_Turn_AI_Begin+c__Iterator464:MoveNext()
Amplitude.Coroutine:Run()
GameServerState_Turn_AI_Begin:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:36:872STACKGameClientState_Turn_Begin

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Begin:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:36:873STACK[AI0] Sync took 1.4076781 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:36:873STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:43:726STACKGameClientState_Turn_Main

GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:43:726STACKSystem 'ColonizedStarSystem#1710' has no construction queue. Aborting system supervisor processing.

SystemSupervisor:ProcessConstruction()
SystemSupervisor:IEndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo)
GameClientState:Begin(System.Reflection.ParameterInfo)
GameClientState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:44:022STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:44:022STACK[AI0] Game state: Main.

Amplitude.AI.Core.AIScheduler:SetGameState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.AIModule_OpBot:OnMessageReceived(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:PostToAI(System.Reflection.ParameterInfo)
AI:NotifyGameStateChangeIfNecessary()
AI:OnGameStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameInterface:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:FiniteStateMachine_StateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:OnStateChange(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:44:023STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:44:110STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000F13, Ticket: 00000BF9

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:44:271STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000F14, Ticket: 00000BFA

Amplitude.Unity.Game.Orders.Order:Log()
GameClient+c__Iterator454:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:46:135STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:44:52:756STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000F4C, Ticket: 00000C2F, [Empire1], ShipGUIDs: 3125 , Position: NodeIndex:59, FleetGUID: 3236

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:52:757STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:54:094STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000F54, Ticket: 00000C37, [Empire2], ConstructibleElementName: TechnologyDefinitionMilitary3, ConstructionGameEntityGUID: 3247, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:54:414STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000F56, Ticket: 00000C39, [Empire2], ShipGUIDs: 3157 , Position: NodeIndex:34, FleetGUID: 3250

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:54:414STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:54:603STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#00000F57, Ticket: 00000C3A, [Empire2], ShipGUIDs: 3199 , Position: NodeIndex:36, FleetGUID: 3251

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:54:603STACKTrying to unregister a GalaxyFleet which wasn't registered.

VisibleGalaxyFleetRepository:Unregister(System.Reflection.ParameterInfo)
GalaxyFleet:set_IsVisible(System.Reflection.ParameterInfo)
GalaxyFleet:RefreshVisibility()
GalaxyFleet+c__Iterator151:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GalaxyEntityFactory:GameEntityRepository_GameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:OnGameEntityRepositoryChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameEntityRepository:Register(System.Reflection.ParameterInfo)
DepartmentOfDefense:CreateFleet(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfDefense+c__Iterator184:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:54:754STACKThe construction 3252 is already at the index 1.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:ClientQueueConstruction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:55:208STACK[Empire 3] OrderBuyoutTradable preprocessor failed: Cannot afford 1016.593 EmpireMoney

DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:55:208STACK[AI0] TaskFailed Buy 46 Luxury8 on market/ 1201

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:55:208STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:55:735STACK[Order] OrderTransferSpaceportPopulation::DepartmentOfTheInterior/OrderTransferSpaceportPopulation#00000F5E, Ticket: 00000C42, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:55:735STACKCannot add a simulation object twice to the same parent, ignoring...

Amplitude.Unity.Simulation.SimulationObject:Unsafe_AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObject:AddChild(System.Reflection.ParameterInfo)
Amplitude.Unity.Simulation.SimulationObjectWrapper:AddChild(System.Reflection.ParameterInfo)
Population:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:BuildSimulationObject(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Population:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PopulationPlanet:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
ColonizedPlanet:CreateNewPopulation(System.Reflection.ParameterInfo)
Spaceport:TransferPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfTheInterior+c__Iterator231:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:55:898STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000F5F, Ticket: 00000C43, [Empire3], ConstructibleElementName: TechnologyDefinitionScienceAndExploration6, ConstructionGameEntityGUID: 3264, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:44:56:045STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:03:829STACKThe property OverColonizationThreshold doesn't have an ExtendedGuiElement, it is required for the SimulationEffectParser

Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseModifier(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.SimulationEffect.SimulationEffectParser:ParseSimulationDescriptor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseSimulationDescriptors(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
SimulationEffectParser:ParseDescriptorEffectProvider(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
PanelFeatureEffects:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeature(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:AddPanelFeatures(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GuiTooltipWindow:Bind(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Gui.GuiTooltipController:ShowTooltip()
Amplitude.Unity.Gui.GuiTooltipController:Update()

11:45:04:209STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000F90, [Empire1], ContextGUID: 0, ResourceName: EmpireManpower, Amount: -10

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:04:404STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000F91, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1932, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:04:654STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:05:374STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:05:374STACK[AI0] Sync took 19.2714334 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:05:374STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:05:648STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F93, [Empire2], Entity index: 174

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:05:835STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F94, [Empire2], Entity index: 173

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:06:188STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F96, [Empire17], Entity index: 4321

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:06:355STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F97, [Empire17], Entity index: 4316

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:06:534STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F98, [Empire17], Entity index: 4313

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:06:712STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F99, [Empire17], Entity index: 4311

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:06:884STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F9A, [Empire17], Entity index: 4310

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:07:074STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F9B, [Empire17], Entity index: 4309

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:07:242STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F9C, [Empire17], Entity index: 4308

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:07:395STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F9D, [Empire17], Entity index: 4307

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:07:566STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F9E, [Empire17], Entity index: 4303

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:07:720STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000F9F, [Empire17], Entity index: 4302

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:07:894STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FA0, [Empire17], Entity index: 4301

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:08:042STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FA1, [Empire17], Entity index: 4296

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:08:717STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FA2, [Empire17], Entity index: 4294

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:08:871STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FA3, [Empire17], Entity index: 4290

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:09:014STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FA4, [Empire17], Entity index: 4289

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:09:152STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FA5, [Empire17], Entity index: 4288

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:09:346STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FA6, [Empire17], Entity index: 4287

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:09:466STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000FA7, Ticket: 00000C74, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:12:394STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:14:748STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:14:835STACKThe construction 3265 is already at the index 1.

ConstructionQueue:Move(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry:ClientQueueConstruction(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DepartmentOfIndustry+c__Iterator1D3:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:15:359STACK[Order] OrderSetSpaceportDestination::GameClient/OrderSetSpaceportDestination#00000FC5, Ticket: 00000C92, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheInterior+c__Iterator22A:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:15:448STACK[Empire 3] OrderBuyoutTradable preprocessor failed: Cannot afford 1016.593 EmpireMoney

DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:15:448STACK[AI0] TaskFailed Buy 46 Luxury8 on market/ 1204

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:15:448STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:15:517STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:15:517STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000FC6, [Empire0], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment7, ConstructionGameEntityGUID: 3268, ResourceStocks: ConstructionResourceStock[]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator202:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:16:339STACK[Order] OrderCancelResearch::DepartmentOfScience/OrderCancelResearch#00000FCB, [Empire0], ConstructionGameEntityGUID: 3268

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfScience+c__Iterator200:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:16:828STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:17:484STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:17:562STACK[AI0] Sync took 2.9373652 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:17:563STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:19:803STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FD8, [Empire2], Entity index: 178

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:19:998STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FD9, [Empire1], Entity index: 418

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:24:095STACK[AI0] [MainState] AI has not finished its minimum number of decisions (4).

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:24:156STACK[Empire 3] OrderBuyoutTradable preprocessor failed: Cannot afford 1016.593 EmpireMoney

DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:24:156STACK[AI0] TaskFailed Buy 46 Luxury8 on market/ 1210

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:24:156STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:26:265STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:26:331STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:26:721STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:27:178STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:27:305STACK[AI0] Sync took 1.0066299 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:27:306STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:33:207STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:34:119STACK[Empire 3] OrderBuyoutTradable preprocessor failed: Cannot afford 1016.593 EmpireMoney

DepartmentOfCommerce:BuyoutTradablePreprocessor(System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:InternalInvoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MonoMethod:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
System.Reflection.MethodBase:Invoke(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Orders.OrderProcessorInfo:Preprocess(System.Reflection.ParameterInfo)
Amplitude.Unity.Game.Empire:PreprocessOrder(System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:34:119STACK[AI0] TaskFailed Buy 46 Luxury8 on market/ 1211

Amplitude.AI.Core.Decision.BlackboardMessage_Evaluable:ChangeStatus(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:34:119STACK[AI0] Failed to process order message with status [PreprocessHasFailed] for DepartmentOfCommerce/OrderBuyoutTradable

Amplitude.AI.Core.Decision.OrderActuator:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Modules.Communication:OnMessageProcessed(System.Reflection.ParameterInfo)
Amplitude.AI.Common.IO.ModuleProxy:OnMessageProcessed(System.Reflection.ParameterInfo)
AIOrderMessageRepository:OnOrderProcessed(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Ticket:Raise(System.Reflection.ParameterInfo)
GameInterface:OnTicketRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameServer:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:35:439STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:35:493STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:35:857STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:36:324STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:36:390STACK[AI0] Sync took 1.0061251 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:36:391STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:42:248STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:42:608STACK[Order] OrderBuyoutTradable::DepartmentOfCommerce/OrderBuyoutTradable#00000FE6, Ticket: 00000CB0, [Empire3]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfCommerce+c__Iterator15C:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:44:438STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:44:486STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:44:839STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:45:386STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:45:443STACK[AI0] Sync took 1.0051302 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:45:443STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:50:873STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:51:266STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000FF1, [Empire3], ContextGUID: 0, ResourceName: Luxury8, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:51:354STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000FF2, [Empire3], ContextGUID: 0, ResourceName: Luxury8, Amount: -25

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTheTreasury+c__Iterator246:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:53:099STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:53:146STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:53:439STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:53:815STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:53:886STACK[AI0] Sync took 0.8055872 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:53:886STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:45:55:065STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000FF4, [Empire0], Entity index: 955

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:45:59:400STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:01:654STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:01:713STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:02:071STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:02:497STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:02:567STACK[AI0] Sync took 0.9046114 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:02:568STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:07:837STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:10:028STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:10:073STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:10:326STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:10:639STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:10:728STACK[AI0] Sync took 0.7045881 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:10:728STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:16:206STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:18:403STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:18:468STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:18:852STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:19:324STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:19:324STACK[AI0] Sync took 0.9056155 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:19:324STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:24:801STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:26:999STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:27:075STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:27:456STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:27:922STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:27:978STACK[AI0] Sync took 1.0066209 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:27:979STACK[AI0] [MainState] Start decision number 11 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:33:309STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:35:556STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:35:610STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:35:986STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:36:432STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:36:558STACK[AI0] Sync took 1.0056252 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:36:559STACK[AI0] [MainState] Start decision number 12 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:41:378STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:43:581STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:43:636STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:44:000STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:44:838STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:44:955STACK[AI0] Sync took 1.3791789 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:44:955STACK[AI0] [MainState] Start decision number 13 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:49:689STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:50:836STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Asellus I

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

11:46:51:883STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:51:924STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:52:138STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:52:428STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:52:499STACK[AI0] Sync took 0.6030742 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:52:499STACK[AI0] [MainState] Start decision number 14 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:54:751STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Asellus II

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

11:46:57:120STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:59:340STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:59:371STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:59:558STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:59:797STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:46:59:926STACK[AI0] Sync took 0.6030728 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:46:59:926STACK[AI0] [MainState] Start decision number 15 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:00:188STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 2/Asellus III

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

11:47:04:884STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:06:477STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : null

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

11:47:07:117STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:07:154STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:07:416STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:07:458STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 3/Asellus IV

GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo)
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
DiscoveryRenderer:Update()

11:47:07:690STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:07:799STACK[AI0] Sync took 0.7035888 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:07:799STACK[AI0] [MainState] Start decision number 16 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:12:974STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:15:169STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:15:225STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:15:567STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:15:969STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:16:091STACK[AI0] Sync took 0.9056303 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:16:092STACK[AI0] [MainState] Start decision number 17 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:21:543STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:23:779STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:23:829STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:24:166STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:24:580STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:24:688STACK[AI0] Sync took 0.906115 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:24:688STACK[AI0] [MainState] Start decision number 18 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:29:992STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:31:080STACK[Order] OrderMoveIdleFleets::DepartmentOfTransportation/OrderMoveIdleFleets#00000FF5, [Empire0]

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfTransportation+c__Iterator24F:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:32:224STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:32:290STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:32:562STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00001000, [Empire0], Entity index: 943

Amplitude.Unity.Game.Orders.Order:Log()
DepartmentOfLabour+c__Iterator1F4:MoveNext()
Amplitude.Coroutine:Run()
GameClient:ProcessOrders()
GameInterface:UpdateMessageBoxAndProcessOrders()
GameClient:UpdateMessageBoxAndProcessOrders()
GameInterface:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:33:034STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:33:503STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:33:571STACK[AI0] Sync took 1.3076629 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:33:572STACK[AI0] [MainState] Start decision number 19 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:33:838STACKEntering state ServerEncounterState_Setup

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Setup:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:34:188STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:34:288STACKEntering state ServerEncounterState_LoadBattle

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_LoadBattle:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:38:969STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:41:178STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:41:283STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:41:879STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:42:713STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:42:714STACK[AI0] Sync took 1.5096893 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:42:714STACK[AI0] [MainState] Start decision number 20 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:48:017STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:50:297STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:50:339STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:50:685STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:51:180STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:51:245STACK[AI0] Sync took 1.0066313 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:51:245STACK[AI0] [MainState] Start decision number 21 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:51:650STACKBegin encounter simulation ignition 72051

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:52:304STACKEnd encounter simulation ignition 72053

BattleSimulation+c__Iterator2EC:MoveNext()
Amplitude.Coroutine:Run()
ServerEncounterState_LoadBattle:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:52:373STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForFirstPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:52:779STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:52:779STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:52:976STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:53:810STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:53:871STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:53:871STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:54:140STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:55:628STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:55:694STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:55:694STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:56:086STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:56:431STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:57:593STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:57:673STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:57:674STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:57:931STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:58:418STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:58:477STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:58:478STACKEntering state ServerEncounterState_WaitForContendersState: BattlePhaseInProgress

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:58:682STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:58:754STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:58:755STACKEntering state ServerEncounterState_RunBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_RunBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_AI_PrepareSync:UpdateEncounters()
GameServerState_Turn_AI_PrepareSync:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:59:150STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:59:701STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:59:762STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForNextPhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:59:762STACK[AI0] Sync took 1.1061444 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:59:762STACK[AI0] [MainState] Start decision number 22 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:47:59:823STACKEntering state ServerEncounterState_StartBattlePhase

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_StartBattlePhase:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:59:824STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:59:896STACKEntering state ServerEncounterState_Report

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Report:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:47:59:896STACKEntering state ServerEncounterState_WaitForContendersState: ReportAknowledged

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:00:816STACKEntering state ServerEncounterState_ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_ReportValidated:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:00:817STACKEntering state ServerEncounterState_WaitForContendersState: ReportValidated

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:01:160STACKEntering state ServerEncounterState_Finalize

ServerEncounterState:Begin(System.Reflection.ParameterInfo)
ServerEncounterState_Finalize:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
ServerEncounter:Update()
GameServerState_Turn_Main:UpdateEncounters()
GameServerState_Turn_Main:Run()
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:05:241STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:07:397STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:07:503STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:08:130STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:08:856STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:08:857STACK[AI0] Sync took 1.4081805 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:08:857STACK[AI0] [MainState] Start decision number 23 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:14:146STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:16:374STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:16:430STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:16:716STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:17:096STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:17:152STACK[AI0] Sync took 0.8056 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:17:152STACK[AI0] [MainState] Start decision number 24 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:22:428STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:24:628STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:24:661STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:24:914STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:25:209STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:25:334STACK[AI0] Sync took 0.7050888 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:25:334STACK[AI0] [MainState] Start decision number 25 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:30:564STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:32:792STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:32:829STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:33:083STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:33:381STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:33:587STACK[AI0] Sync took 0.805104 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:33:587STACK[AI0] [MainState] Start decision number 26 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:38:744STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:40:941STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:40:981STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:41:235STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:41:493STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:41:668STACK[AI0] Sync took 0.7046404 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:41:668STACK[AI0] [MainState] Start decision number 27 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:46:960STACK[AI0] [MainState] AI actuators have not finished to run.

Amplitude.AI.Core.AIMainStates.MainState_Main:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:49:161STACK[AI0] [MainState] Partial Synchronization started on state Main.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:49:184STACKGameServerState_Turn_AI_PrepareSync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:49:408STACKGameServerState_Turn_AI_Sync

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:49:713STACKGameServerState_Turn_Main

GameServerState:Begin(System.Reflection.ParameterInfo)
GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.FiniteStateMachine:Update()
GameInterface:Update()
GameServer:Update()
Session:Update()
Amplitude.Unity.Session.SessionManager:LateUpdate()

11:48:49:866STACK[AI0] Sync took 0.7040898 seconds.

Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:49:866STACK[AI0] [MainState] Start decision number 28 (state: Main, turn: 46)

Amplitude.AI.Core.AIMainStates.MainState_Main:Begin()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo)
Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity()
Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update()
Amplitude.AI.Core.AIMainThread:Run()

11:48:50:964STACK[ChatMessage] RECV: l:/_turn/46 (from 0xe629301).

RuntimeState_Lobby:Session_LobbyChatMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:OnLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SendLobbyChatMessage(System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyDataInternal(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.LobbyDataController:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Session.Session:SetLobbyData(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:set_Turn(System.Reflection.ParameterInfo)
Game:SerializeElements(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Serialization.XmlSerializer:SerializeElement(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Game:SaveGame(System.Reflection.ParameterInfo)
GameManager:Save(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
GameManager:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LoadSaveModalWindow:SaveGame(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
LoadSaveModalWindow:OnOverwriteConfirmation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MessageBoxWindow:OnValidateCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:48:54:381STACKApplication is shutting down...

Amplitude.Unity.Framework.Application+c__Iterator2D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine_Auto(System.Reflection.ParameterInfo)
UnityEngine.MonoBehaviour:StartCoroutine(System.Reflection.ParameterInfo)
Amplitude.Unity.UnityCoroutine:StartCoroutine(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
Amplitude.Unity.Framework.Application:Quit()
GameMenuModalWindow:OnExitToDesktopConfirmation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
MessageBoxWindow:OnValidateCb()
UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeControlButton:HandleMouseUpOrDown(System.Reflection.ParameterInfo)
AgeControlButton:MouseUp(System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
UnityEngine.Component:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
AgeManager:UpdateInteractivity()
AgeManager:LateUpdate()

11:48:54:793STACKApplication shudown complete.

Amplitude.Unity.Framework.Application+c__Iterator2D:MoveNext()
Amplitude.Coroutine:Run()
Amplitude.Coroutine+c__Iterator99:MoveNext()
UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)

11:48:54:793STACKFlushing diagnostics before closing streams...

Amplitude.Unity.Framework.Application:OnApplicationQuit()
EndlessSpace2Application:OnApplicationQuit()