Click on buttons to toggle visibility. Click on STACK buttons to toggle visibility of stack traces.
22:36:29:895STACKStarting 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)
22:36:29:898STACKRunning 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)
22:36:29:898STACKGame directory is "C:\Users\D-Tritus\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)
22:36:29:898STACK[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)
22:36:29:898STACK[Steam] Steam user id is '0x0110000102c8067e'.
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)
22:36:29:898STACK[Steam] Steam user name is 'D-Tritus'.
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)
22:36:29:898STACKLoading 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)
22:36:29:898STACKRegistry file 'C:\Users\D-Tritus\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)
22:36:29:898STACKLoading registry file 'C:\Users\D-Tritus\Documents\Endless Space 2\Users\46663294\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)
22:36:30:066STACKInitializing 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)
22:36:30:066STACKSound 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)
22:36:30:066STACK4 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)
22:36:30:066STACK74 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)
22:36:30:066STACKPlaying 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)
22:36:30:066STACKHello 'D-Tritus'!
Amplitude.Unity.Steam.SteamManager+c__Iterator89:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:30:066STACKChanging display settings to 1680x1050, 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)
22:36:30:066STACK... switching to 1680x1050 (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)
22:36:30:066STACKSetting the general quality level to '4'.
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)
22:36:30:066STACK[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)
22:36:30:066STACK[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)
22:36:30:067STACK[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)
22:36:30:067STACK[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)
22:36:30:067STACK[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)
22:36:30:067STACK[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)
22:36:31:537STACKCurrent 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)
22:36:31:537STACKThe 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)
22:36:31:537STACKResolution has been changed.
Amplitude.Unity.Video.VideoManager+c__Iterator8E:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:31:538STACKCameraManager.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)
22:36:31:538STACKResetting Camera Aspect has been changed 1.6 -> 1.6.
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)
22:36:31:538STACKBinding 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)
22:36:31:538STACKVideoStateManager : Device lost
VideoStateManager:LateUpdate()
22:36:31:674STACKAI 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)
22:36:31:674STACKVideoStateManager : Device is no longer lost
VideoStateManager:LateUpdate()
22:36:31:783STACKError 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)
22:36:31:783STACKThe 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)
22:36:31:783STACKThe 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)
22:36:32:566STACKThe 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)
22:36:32:575STACKRuntime 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)
22:36:32:575STACKLoading 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)
22:36:32:575STACKLoading 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)
22:36:32:823STACKLoading 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)
22:36:32:834STACKLoading 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)
22:36:32:843STACKLoading 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)
22:36:32:852STACKLoading 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)
22:36:32:864STACKLoading 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)
22:36:32:881STACKLoading 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)
22:36:33:062STACKLoading 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)
22:36:33:090STACKLoading 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)
22:36:33:098STACKLoading 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)
22:36:33:249STACKLoading 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)
22:36:33:257STACKLoading 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)
22:36:33:265STACKLoading 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)
22:36:33:282STACKLoading 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)
22:36:33:756STACKLoading 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)
22:36:33:772STACKLoading 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)
22:36:33:781STACKLoading 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)
22:36:33:787STACKLoading 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)
22:36:33:800STACKLoading 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)
22:36:33:817STACKLoading 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)
22:36:33:835STACKLoading 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)
22:36:33:850STACKLoading 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)
22:36:33:866STACKLoading 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)
22:36:33:918STACKLoading 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)
22:36:33:925STACKLoading 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)
22:36:33:935STACKLoading 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)
22:36:33:950STACKLoading 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)
22:36:33:967STACKLoading 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)
22:36:34:041STACKLoading 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)
22:36:34:053STACKLoading 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)
22:36:34:244STACKLoading 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)
22:36:34:313STACKLoading 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)
22:36:34:320STACKLoading 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)
22:36:34:327STACKLoading 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)
22:36:34:334STACKLoading 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)
22:36:34:351STACKLoading 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)
22:36:34:368STACKLoading 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)
22:36:34:735STACKLoading 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)
22:36:34:860STACKLoading 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)
22:36:34:870STACKLoading 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)
22:36:34:885STACKLoading 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)
22:36:34:902STACKLoading 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)
22:36:34:918STACKLoading 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)
22:36:34:936STACKLoading 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)
22:36:35:093STACKLoading 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)
22:36:35:100STACKLoading 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)
22:36:35:124STACKLoading 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)
22:36:35:141STACKLoading 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)
22:36:35:175STACKLoading 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)
22:36:35:176STACKLoading 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)
22:36:35:186STACKLoading 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)
22:36:35:202STACKLoading 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)
22:36:35:219STACKLoading 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)
22:36:35:236STACKLoading 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)
22:36:35:252STACKLoading 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)
22:36:35:269STACKLoading 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)
22:36:35:290STACKLoading 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)
22:36:36:363STACKLoading 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)
22:36:36:510STACKLoading 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)
22:36:36:524STACKLoading 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)
22:36:36:540STACKLoading 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)
22:36:36:555STACKLoading 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)
22:36:36:571STACKLoading 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)
22:36:36:589STACKLoading 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)
22:36:36:605STACKLoading 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)
22:36:36:622STACKLoading 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)
22:36:36:645STACKCursorManager.LoadMouseRules
CursorManager:LoadMouseRules() CursorManager:Update()
22:36:36:645STACKCursorManager.LoadMouseRules success with 13 rules
CursorManager:LoadMouseRules() CursorManager:Update()
22:36:36:645STACKLoading 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)
22:36:36:655STACKLoading 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)
22:36:36:697STACKLoading 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)
22:36:36:703STACKLoading 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)
22:36:36:711STACKLoading 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)
22:36:36:722STACKLoading 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)
22:36:36:750STACKLoading 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)
22:36:36:756STACKLoading 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)
22:36:36:772STACKLoading 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)
22:36:36:870STACKLoading 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)
22:36:36:893STACKLoading 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)
22:36:36:903STACKLoading 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)
22:36:36:932STACKLoading 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)
22:36:36:940STACKLoading 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)
22:36:36:947STACKLoading 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)
22:36:36:960STACKLoading 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)
22:36:36:973STACKLoading 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)
22:36:36:990STACKLoading 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)
22:36:37:006STACKLoading 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)
22:36:37:027STACKLoading 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)
22:36:37:039STACKLoading 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)
22:36:37:066STACKLoading 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)
22:36:37:644STACKLoading 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)
22:36:37:654STACKLoading 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)
22:36:37:666STACKLoading 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)
22:36:37:694STACKLoading 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)
22:36:37:702STACKLoading 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)
22:36:37:709STACKLoading 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)
22:36:37:724STACKLoading 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)
22:36:37:741STACKLoading 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)
22:36:37:758STACKLoading 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)
22:36:37:774STACKLoading 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)
22:36:37:791STACKLoading 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)
22:36:37:808STACKLoading 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)
22:36:37:824STACKLoading 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)
22:36:37:847STACKLoading 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)
22:36:37:858STACKLoading 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)
22:36:37:874STACKLoading 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)
22:36:37:891STACKLoading 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)
22:36:37:907STACKLoading 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)
22:36:39:563STACKLoading 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)
22:36:39:572STACKLoading 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)
22:36:39:682STACKLoading 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)
22:36:39:720STACKLoading 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)
22:36:41:068STACKLoading 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)
22:36:41:100STACKLoading 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)
22:36:41:109STACKLoading 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)
22:36:41:119STACKLoading 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)
22:36:41:148STACKLoading 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)
22:36:41:165STACKLoading 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)
22:36:41:187STACKLoading 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)
22:36:41:197STACKLoading 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)
22:36:41:205STACKLoading 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)
22:36:41:214STACKLoading 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)
22:36:41:231STACKLoading 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)
22:36:41:261STACKLoading 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)
22:36:41:271STACKLoading 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)
22:36:41:286STACKLoading 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)
22:36:41:312STACKLoading 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)
22:36:41:320STACKLoading 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)
22:36:41:332STACKLoading 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)
22:36:41:348STACKLoading 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)
22:36:41:441STACKLoading 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)
22:36:41:459STACKLoading 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)
22:36:41:467STACKLoading 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)
22:36:41:474STACKLoading 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)
22:36:41:485STACKLoading 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)
22:36:41:520STACKLoading 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)
22:36:41:533STACKLoading 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)
22:36:41:543STACKLoading 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)
22:36:45:116STACKSpent 9.3835565 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)
22:36:45:116STACKRuntime 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)
22:36:45:116STACKCannot 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)
22:36:45:116STACKCannot 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)
22:36:45:116STACKCannot 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)
22:36:45:116STACKCannot 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)
22:36:45:116STACKCannot 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)
22:36:45:116STACKCannot 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)
22:36:45:116STACKCannot 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)
22:36:45:116STACKCannot 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)
22:36:45:116STACKCannot 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)
22:36:45:116STACKCannot 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)
22:36:45:117STACKCannot 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)
22:36:45:117STACKCannot 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)
22:36:45:117STACKCannot 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)
22:36:45:117STACK[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)
22:36:45:117STACK[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)
22:36:45:117STACK[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)
22:36:45:117STACK[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)
22:36:45:117STACKAnimated 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)
22:36:45:117STACK[Profiling] GuiManager.InstantiateWindows() - End (2924 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)
22:36:45:117STACK[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)
22:36:45:117STACKCaching 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)
22:36:45:117STACKCaching 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)
22:36:45:117STACKCaching 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)
22:36:45:117STACKCaching 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)
22:36:45:118STACKCaching 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)
22:36:45:118STACKCaching 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)
22:36:45:118STACKCaching 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)
22:36:45:118STACKCaching 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)
22:36:45:118STACKCaching 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)
22:36:45:118STACKCaching 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)
22:36:45:118STACKCaching 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)
22:36:45:118STACKCaching 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)
22:36:45:118STACKRebuilding 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)
22:36:45:118STACKCaching 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)
22:36:45:118STACK[Profiling] AgeManager.Init() - End (490 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)
22:36:45:118STACKLoaded 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)
22:36:45:118STACKCaching 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()
22:36:45:118STACKCaching 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()
22:36:45:118STACKCaching 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()
22:36:45:118STACKCaching 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()
22:36:45:137STACKRuntimeState_OutGame.Begin()
RuntimeState:Begin(System.Reflection.ParameterInfo) RuntimeState_OutGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
22:36:45:137STACKLoading 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()
22:36:45:159STACK[Profiling] GuiManager.Load() - End (3508 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)
22:36:45:159STACK[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)
22:36:45:432STACKBinding 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()
22:36:45:432STACKBinding 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()
22:36:45:432STACKInitializing 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()
22:36:45:432STACKIn 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()
22:36:45:674STACKBinding 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()
22:36:45:674STACKBinding 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()
22:36:45:717STACKBinding 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)
22:36:45:717STACKBinding 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)
22:36:45:717STACKIn 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)
22:36:45:717STACKLoading the GalaxyViewTechniqueLoaderComponent technique...
GalaxyViewTechniqueLoaderComponent+c__Iterator4E7:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:45:717STACKIn Technique Battle, Load
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:45:717STACKIn 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)
22:36:45:717STACKIn Technique Battle, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0.0019952 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:45:717STACKIn 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)
22:36:45:717STACKIn Technique Battle, the ancillary service 'CircleRendererManager' has been loaded (in 0.0010008 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:45:717STACKIn HxTechnique - Outgame CraversGamescom(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)
22:36:48:214STACK[Profiling] GuiManager.LoadGuiWindows() - End (3066 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)
22:36:54:328STACKRuntimeState_Lobby.Begin()
RuntimeState:Begin(System.Reflection.ParameterInfo) RuntimeState_Lobby:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Amplitude.Unity.Runtime.RuntimeManager:Update()
22:36:54:328STACKThe 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()
22:36:54:329STACKOnSessionChange: 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()
22:36:54:329STACKThe 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()
22:36:54:329STACK[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()
22:36:54:329STACK[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()
22:36:54:329STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Opened').
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()
22:36:54:329STACK[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()
22:36:54:329STACK[ChatMessage] RECV: l:/sbs/0 (from 0x2c8067e).
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()
22:36:54:329STACK[ChatMessage] RECV: l:/_turn/0 (from 0x2c8067e).
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()
22:36:54:329STACK[ChatMessage] RECV: l:/_turn/0 (from 0x2c8067e).
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()
22:36:54:329STACK[ChatMessage] RECV: l:/sessionname/D-Tritus's game (from 0x2c8067e).
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()
22:36:54:329STACK[ChatMessage] RECV: l:/sessionmode/Single (from 0x2c8067e).
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()
22:36:54:329STACK[ChatMessage] RECV: l:/allowcustomfactions/True (from 0x2c8067e).
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()
22:36:54:329STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)
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()
22:36:54:330STACK[ChatMessage] RECV: l:/competitorcount/6 (from 0x2c8067e).
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()
22:36:54:330STACK[ChatMessage] RECV: l:/gamespeed/Normal (from 0x2c8067e).
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()
22:36:54:330STACK[ChatMessage] RECV: l:/gamedifficulty/Normal (from 0x2c8067e).
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()
22:36:54:330STACK[ChatMessage] RECV: l:/withrandomevents/True (from 0x2c8067e).
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()
22:36:54:330STACK[ChatMessage] RECV: l:/randomeventsrarity/Normal (from 0x2c8067e).
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()
22:36:54:330STACK[ChatMessage] RECV: l:/metaplotprobability/False (from 0x2c8067e).
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()
22:36:54:330STACK[ChatMessage] RECV: l:/multiplayerquestseventsprobability/False (from 0x2c8067e).
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()
22:36:54:330STACK[ChatMessage] RECV: l:/uniquerandom/True (from 0x2c8067e).
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()
22:36:54:330STACK[ChatMessage] RECV: l:/endturntimer/False (from 0x2c8067e).
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()
22:36:54:330STACK[ChatMessage] RECV: l:/allplayertimer/False (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/endturntimerduration/60 (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/lastplayertimer/False (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/endturntimerlastplayerduration/60 (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/overtimemode/False (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/maxovertime/180 (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/globaltimer/False (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/endturntimerglobalduration/14400 (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/endturntimereraadditionalduration/40 (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/endturntimersystemadditionalduration/10 (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/spacebattletimer/False (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/spacebattletimerduration/15 (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/groundbattletimer/False (from 0x2c8067e).
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()
22:36:54:331STACK[ChatMessage] RECV: l:/groundbattletimerduration/15 (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/battleautostarttimer/False (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/battleautostarttimerduration/15 (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/score/True (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/military/True (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/supremacy/True (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/conquest/True (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/science/True (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/economy/True (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/wonder/True (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/allowalliancevictory/True (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/tutorialmode/Expert (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/animationspeedmultiplier/1 (from 0x2c8067e).
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()
22:36:54:332STACK[ChatMessage] RECV: l:/galaxyshape/TwinElliptical (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/galaxysize/Normal (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/empirespawnmethod/Standard (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/anomalyqualities/Standard (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/galaxyage/Normal (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/galaxydensity/Medium (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/constellationquantity/One (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/resourcesabundance/Normal (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/connectivitydensity/Medium (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/anomalyabundance/Normal (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/curiosityabundance/Normal (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/specialnodesmultiplier/Normal (from 0x2c8067e).
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()
22:36:54:333STACK[ChatMessage] RECV: l:/starbasedplanetorder/True (from 0x2c8067e).
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()
22:36:54:334STACK[ChatMessage] RECV: l:/empiresstartminimaldistance/None (from 0x2c8067e).
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()
22:36:54:334STACK[ChatMessage] RECV: l:/allowanomaliesonhomeplanet/False (from 0x2c8067e).
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()
22:36:54:334STACK[ChatMessage] RECV: l:/homesystemquality/Normal (from 0x2c8067e).
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()
22:36:54:334STACK[ChatMessage] RECV: l:/minorfactionsquantity/Medium (from 0x2c8067e).
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()
22:36:54:334STACK[ChatMessage] RECV: l:/minorfactionsdifficulty/Normal (from 0x2c8067e).
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()
22:36:54:334STACK[ChatMessage] RECV: l:/piratesenabled/True (from 0x2c8067e).
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()
22:36:54:334STACK[ILobbySlotProvider] RefreshLobbySlotCount(6)
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()
22:36:54:334STACK[ChatMessage] RECV: u:/0/1/{{"Index":0,"Revision":1,"Assignation":0,"Faction":"FactionSophons","Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":false,"OvertimeGameTimer":0.0,"SteamID":76561198006929022,"ReservedSteamID":76561198006929022}} (from 0x2c8067e).
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()
22:36:54:334STACKOnSessionChange: 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()
22:36:54:334STACK[ChatMessage] RECV: l:/dumpingmethod/Text (from 0x2c8067e).
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()
22:36:54:334STACK[ChatMessage] RECV: l:/runtimehash/6856F17E9CFE73C3EC91885CAD2F66BA (from 0x2c8067e).
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()
22:36:54:334STACK[ChatMessage] RECV: l:/runtimeconfiguration/Endless Space 2 (from 0x2c8067e).
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()
22:36:54:334STACK[DownloadableContent] DownloadableContentSharing.SharedByServer, bitfield = 0 (on action 'Created').
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()
22:36:54:334STACK[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()
22:36:54:334STACK[ChatMessage] RECV: l:/sbs/0 (from 0x2c8067e).
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()
22:36:54:334STACKSessionState_Opened
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_Opened:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:335STACKSessionState_OpenedAndReady
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndReady:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:335STACK[ChatMessage] RECV: q:/ready/0/True (from 0x2c8067e).
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()
22:36:54:335STACK[ChatMessage] RECV: u:/0/2/{{"Index":0,"Revision":2,"Assignation":0,"Faction":"FactionSophons","Color":0,"IsLocked":false,"TeamIndex":0,"IsReady":true,"OvertimeGameTimer":0.0,"SteamID":76561198006929022,"ReservedSteamID":76561198006929022}} (from 0x2c8067e).
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()
22:36:54:351STACKSessionState_OpenedAndCounting
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndCounting:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:362STACKSessionState_OpenedAndLaunching
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunching:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:362STACK[ChatMessage] RECV: q:/ready/0/True (from 0x2c8067e).
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()
22:36:54:362STACK[ChatMessage] RECV: r:/0x0110000102c8067e/q:/ready/0/True (from 0x2c8067e).
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()
22:36:54:362STACKLaunchAsync()
SessionState_OpenedAndLaunching+c__Iterator46E:MoveNext() Amplitude.Coroutine:Run() SessionState_OpenedAndLaunching:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:444STACKLaunching 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()
22:36:54:444STACKGameServerState_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()
22:36:54:444STACKGameServerState_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()
22:36:54:486STACKWaiting 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)
22:36:54:486STACKLaunching 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()
22:36:54:486STACK[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()
22:36:54:486STACKGameClientState_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()
22:36:54:486STACKGameClientState_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()
22:36:54:522STACK[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)
22:36:54:522STACKSessionState_OpenedAndLaunched
SessionState:Begin(System.Reflection.ParameterInfo) SessionState_OpenedAndLaunched:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:522STACKInitiate connection to server with steamIDRemote: 0x110000102c8067e, steamIDUser: 0x110000102c8067e.
GameServer:ProcessMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameInterface:UpdateMessageBoxAndProcessOrders() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:522STACKGot 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()
22:36:54:522STACKEmpire 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()
22:36:54:698STACKAll 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)
22:36:54:698STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'D-Tritus's game'
GameSettingDefinition:GetItemDefinitionByName(System.Reflection.ParameterInfo) GameManager:ConfigureGalaxyGenerator(System.Reflection.ParameterInfo) GameManager+c__Iterator325:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:54:698STACKSuccessfully connected to SteamGameServer.
GameClientState_ConnectingToServer:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:940STACKGameClientState_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()
22:36:54:940STACKGameClientState_ConnectedToServer.
GameClientState_ConnectedToServer:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:940STACKGameClientState_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()
22:36:54:940STACKDumping method set to 'Text'.
GameClientState_LaunchGame:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:36:54:940STACKWaiting 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()
22:36:54:970STACKEmpire 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()
22:36:54:971STACKEmpire 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()
22:36:57:231STACKLoading my game...
Game+c__Iterator321:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] Empire#0 has faction 'FactionSophons'.
MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] Empire#1 has faction 'FactionCravers'.
MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] Empire#2 has faction 'FactionVampirilis'.
MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] Empire#3 has faction 'FactionVenetians'.
MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] Empire#4 has faction 'FactionSophons'.
MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] Empire#5 has faction 'FactionCravers'.
MajorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[MinorFaction] Faction Mavros initialized with traits PersonalityTraitWarmonger and FactionTraitMinorBuilders01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] MinorEmpire#0 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[MinorFaction] Faction Mavros initialized with traits PersonalityTraitWarmonger and FactionTraitMinorBuilders01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] MinorEmpire#1 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPacifist and FactionTraitMinorGovernor01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] MinorEmpire#2 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[MinorFaction] Faction Hissho initialized with traits PersonalityTraitWarmonger and FactionTraitMinorDamage
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] MinorEmpire#3 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[MinorFaction] Faction Eyder initialized with traits PersonalityTraitPacifist and FactionTraitMinorHoarders01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] MinorEmpire#4 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Game] Failed to find the descriptor for descriptor reference (name: 'AffinityEyders') on trait (name: 'AffinityGameplayEyders').
Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[MinorFaction] Faction Pilgrims initialized with traits PersonalityTraitPacifist and FactionTraitMinorExplorers01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] MinorEmpire#5 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[MinorFaction] Faction Pilgrims initialized with traits PersonalityTraitPacifist and FactionTraitMinorExplorers01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] MinorEmpire#6 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPacifist and FactionTraitMinorGovernor01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] MinorEmpire#7 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[MinorFaction] Faction Mavros initialized with traits PersonalityTraitWarmonger and FactionTraitMinorBuilders01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:231STACK[Faction] MinorEmpire#8 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[MinorFaction] Faction Kalgeros initialized with traits PersonalityTraitPacifist and FactionTraitMinorGovernor01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[Faction] MinorEmpire#9 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[MinorFaction] Faction Pilgrims initialized with traits PersonalityTraitPacifist and FactionTraitMinorExplorers01
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[Faction] MinorEmpire#10 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[MinorFaction] Faction Z'vali initialized with traits PersonalityTraitPacifist and FactionTraitMinorGamers02
MinorFaction:Initialize(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[Faction] MinorEmpire#11 has faction 'MinorFaction'.
MinorEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[Faction] LesserEmpire#0 has faction 'LesserFaction'.
LesserEmpire:.ctor(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:CreateEmpire(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1BD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[Game] Empire#0 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1BD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[Game] Empire#1 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1BD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[Game] Empire#2 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1BD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[Game] Empire#3 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:232STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1BD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[Game] Empire#4 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1BD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[Game] Empire#5 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[Game] MinorEmpire#0 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[Game] MinorEmpire#1 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[Game] MinorEmpire#2 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[Game] MinorEmpire#3 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:233STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:290STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:290STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:290STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:290STACK[Game] MinorEmpire#4 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:290STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[Game] MinorEmpire#5 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[Game] MinorEmpire#6 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[Game] MinorEmpire#7 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[Game] MinorEmpire#8 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[Game] MinorEmpire#9 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[Game] MinorEmpire#10 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfScience.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator204:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[Game] MinorEmpire#11 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1BD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[Game] LesserEmpire#0 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfIndustry.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfIndustry+c__Iterator1D8:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:291STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheInterior.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator23B:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:292STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfTheTreasury.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfTheTreasury+c__Iterator249:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:292STACK[IEndTurnService] RegisterValidator | Registered Method 'DepartmentOfEducation.EndTurnValidator'
GameManager:RegisterValidator(System.Reflection.ParameterInfo) DepartmentOfEducation+c__Iterator1BD:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:292STACK[Game] PirateEmpire#0 initialized.
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:292STACKThe game ancillary (type of: PlayerControllerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:311STACKThe game ancillary (type of: GuiNotificationManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:325STACKThe 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)
22:36:57:325STACKThe game ancillary (type of: PathfindingManager) has been loaded (in 0.0004995 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:333STACKThe game ancillary (type of: PositioningService) has been loaded (in 0.0004995 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:349STACKThe game ancillary (type of: VisibilityController) has been loaded (in 0.0005001 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:365STACKThe game ancillary (type of: GameEntityRepository) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:382STACKThe game ancillary (type of: ShipDesignRepository) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:399STACKThe game ancillary (type of: ConstructibleRepository) has been loaded (in 0.0005004 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:416STACKThe game ancillary (type of: EncounterRepository) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:432STACKThe game ancillary (type of: ColonizedStarSystemRepository) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:450STACKThe game ancillary (type of: PlayerRepository) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:466STACKThe game ancillary (type of: TutorialManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:483STACKThe game ancillary (type of: QuestManager) has been loaded (in 0.0004991 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:499STACKThe game ancillary (type of: DiplomaticAlliancesManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:516STACKThe game ancillary (type of: DiplomaticContractsManager) has been loaded (in 0.0004948 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:533STACKThe game ancillary (type of: VictoryManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:549STACKThe game ancillary (type of: TradingCompanyRepository) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:566STACKThe game ancillary (type of: DiplomacyManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:583STACKThe game ancillary (type of: DiplomaticWarManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:599STACKThe game ancillary (type of: Marketplace) has been loaded (in 0.0005004 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:616STACKThe game ancillary (type of: MinorManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:633STACKThe game ancillary (type of: FleetMissionManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:649STACKThe game ancillary (type of: GroundBattleRepository) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:666STACKThe game ancillary (type of: ServerGroundBattleRepository) has been loaded (in 0.000498 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:683STACKThe game ancillary (type of: NodesVisibilityManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:36:57:700STACKThe game ancillary (type of: EternalImprovementManager) has been loaded (in 0 second(s)).
Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:675STACKAdd personality Pacifist to empire 0
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:675STACKAdd personality Innovative to empire 0
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:675STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACKAdd personality Militarist to empire 1
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACKAdd personality Isolationist to empire 1
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACKAdd personality Cruel to empire 1
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACKAdd personality Paragon to empire 2
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACKAdd personality Cruel to empire 2
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACKAdd personality Restless to empire 2
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACKAdd personality Renegade to empire 3
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACKAdd personality Mercantile to empire 3
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACKAdd personality Restless to empire 3
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:676STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACKAdd personality Pacifist to empire 4
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACKAdd personality Innovative to empire 4
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACKAdd personality Militarist to empire 5
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACKAdd personality Isolationist to empire 5
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACKAdd personality Cruel to empire 5
Empire:AssignPersonality() Empire:UpdateGameModifiers(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:677STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:678STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACK[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) 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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACK[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: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:ColonizeHome(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACKCan't find the element 'ModuleKinetic01CommonTier01' in database of 'ModuleDefinition'.
Amplitude.Unity.Xml.XmlNamedReference:GetInstanceFromXmlReference(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignDefinition:GetSlotBindedModuleDefinition(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) ShipDesignLayout:OverrideSlotsBindingsFromShipDesignDefinition(System.Reflection.ParameterInfo) ShipDesign:BuildShipDesignFromDefinition(System.Reflection.ParameterInfo) Game+c__Iterator322:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACKFog of war texture format: Default.
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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[Game] Empire#4 loaded.
Game+c__Iterator321:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACK[Game] Empire#5 loaded.
Game+c__Iterator321:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACKNo FleetNameMappingDefinition matching 'AffinityMappingLesserEmpire'. Fallbacked to default definition.
FleetNameGenerator:FindFleetNameMappingDefinition(System.Reflection.ParameterInfo) DepartmentOfDefense+c__Iterator18A:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACK[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)
22:37:00:679STACK[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)
22:37:00:679STACKGame has been loaded.
Game+c__Iterator321:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:679STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#0'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:680STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#1'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:681STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#2'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:682STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#3'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:683STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#4'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:684STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACK[Pressure] Added 'PressureOpenBordersTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACK[Diplo] DiplomaticPressureEffect_DiplomaticAbility/PressureOpenBorders -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.AddDiplomaticRelationAbility(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:IForeignAffairsManagement.ApplyDiplomaticRelationAbilityChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACK[Pressure] Added 'PressureUnknownTarget' on 'DiplomaticEmpire#5'.
DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Started.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:Start(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:ApplyDiplomaticPressureEffect(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs+c__Iterator1CE:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACKIn GameSettingDefinition 'SessionName', could not resolve the ItemDefinition 'D-Tritus'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)
22:37:00:685STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 1
DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo) Empire:NotifyUnlock(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ExecuteFactionTraitCommands(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator31E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACK[Psy] Mothership.AddPopulation() => newPopulationCreated
Mothership:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:CreateEmptyMothership(System.Reflection.ParameterInfo) DepartmentOfDefense:CreateShip(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfDefense:CreateShipInGarrison(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ExecuteFactionTraitCommands(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator31E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 5
DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo) Empire:NotifyUnlock(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game:ExecuteFactionTraitCommands(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Game+c__Iterator31E:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:00:685STACKGame 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)
22:37:00:685STACKLoad 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)
22:37:00:685STACKLoad 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)
22:37:00:685STACKAI 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)
22:37:00:685STACKAI 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)
22:37:00:685STACKAI 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)
22:37:00:686STACKAI 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)
22:37:00:686STACKAI 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)
22:37:00:686STACKInitialize 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)
22:37:00:686STACKInitialize 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)
22:37:00:686STACK[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)
22:37:00:686STACK[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)
22:37:00:686STACK[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)
22:37:00:686STACK[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)
22:37:00:686STACK[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)
22:37:00:686STACKThe 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)
22:37:00:686STACKThe 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)
22:37:00:686STACKGameServerState_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()
22:37:00:686STACKGameClientState_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()
22:37:00:686STACKChanging 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()
22:37:00:686STACKTexture '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()
22:37:00:686STACKTexture '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()
22:37:00:687STACKTexture '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()
22:37:00:687STACKTexture '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()
22:37:00:687STACKTexture '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()
22:37:00:687STACKTexture '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()
22:37:00:687STACKTexture '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()
22:37:00:687STACKMissing 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()
22:37:00:687STACKMissing 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()
22:37:00:687STACKMissing 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()
22:37:00:687STACKMissing 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()
22:37:00:687STACKTexture '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()
22:37:00:687STACKMissing 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()
22:37:00:688STACKTexture '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()
22:37:00:688STACKTexture '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()
22:37:00:688STACKTexture '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()
22:37:00:688STACKMissing 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()
22:37:00:688STACKMissing 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()
22:37:00:688STACKTexture '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()
22:37:00:688STACKMissing 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()
22:37:00:688STACKTexture '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()
22:37:00:688STACKTexture '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()
22:37:00:688STACKCaching 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()
22:37:00:688STACKThe 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()
22:37:00:689STACKThe 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()
22:37:00:689STACKThe 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()
22:37:00:689STACKThe 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()
22:37:00:689STACKThe 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()
22:37:00:689STACKThe 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()
22:37:00:689STACK[PlayerRepository] Player 'D-Tritus' 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()
22:37:00:689STACK[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()
22:37:00:689STACK[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()
22:37:00:689STACK[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()
22:37:00:689STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.
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()
22:37:00:689STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.
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()
22:37:01:220STACKBinding 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()
22:37:01:220STACKBinding 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()
22:37:01:220STACKUnbinding 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()
22:37:01:220STACKUnbinding 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()
22:37:01:220STACKReleasing 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()
22:37:01:220STACKIn 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()
22:37:01:221STACKIn 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()
22:37:01:221STACKUnbinding 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()
22:37:01:221STACKIn 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()
22:37:01:221STACKUnbinding 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()
22:37:01:221STACKIn 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()
22:37:01:221STACKIn HxTechnique - Outgame CraversGamescom(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()
22:37:01:221STACKReleasing 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()
22:37:01:221STACKTechnique 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()
22:37:01:221STACKUnbinding 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()
22:37:01:221STACKUnbinding 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()
22:37:01:233STACKAudio receiver #0 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:791STACKInitializing 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)
22:37:01:791STACKIn 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)
22:37:01:791STACKBinding 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()
22:37:01:791STACKBinding 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()
22:37:01:791STACKBinding 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()
22:37:01:791STACK[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()
22:37:01:791STACK[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()
22:37:01:791STACK[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()
22:37:01:791STACK[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()
22:37:01:791STACK[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()
22:37:01:791STACK[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()
22:37:01:791STACKBinding 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()
22:37:01:792STACKBinding 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()
22:37:01:792STACKBinding 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()
22:37:01:805STACKBinding 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)
22:37:01:805STACKBinding 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)
22:37:01:805STACKBinding 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)
22:37:01:805STACKBinding 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)
22:37:01:805STACKBinding 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)
22:37:01:805STACKBinding 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)
22:37:01:900STACKAudio receiver #1 has been initialized.
Amplitude.Unity.Audio.AudioReceiver+c__Iterator20:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:900STACKIn 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)
22:37:01:900STACKLoading 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)
22:37:01:901STACKIn Technique Default, Load
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn Technique Default, the ancillary service 'InstancingRenderer' has been loaded (in 0.0065044 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn Technique Default, the ancillary service 'CircleRendererManager' has been loaded (in 0.0005004 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn Technique Default, the ancillary service 'LineRendererManager' has been loaded (in 0.0020016 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn Technique Default, the ancillary service 'CurvedLineRendererManager' 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)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.0075047 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn Technique Default, the ancillary service 'DiskRendererManager' has been loaded (in 0.006004 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn Technique Default, the ancillary service 'DiskRendererManagerDispatcher' has been loaded (in 0.0010008 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn Technique Default, the ancillary service 'FOWRendererManager' has been loaded (in 0.0510342 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn 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)
22:37:01:901STACKIn Technique Default, the ancillary service 'ProbeLaunchingRenderer' has been loaded (in 0.0010008 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:01:901STACKIn 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)
22:37:02:382STACKIn Technique Default, the ancillary service 'DashRendererManager' has been loaded (in 0.019513 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:02:383STACKIn 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)
22:37:02:383STACKCaching 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()
22:37:02:389STACKIn Technique Default, the ancillary service 'EncodedMeshInTextureManager' has been loaded (in 0.4806127 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:02:389STACKIn 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)
22:37:03:720STACKIn Technique Default, the ancillary service 'PastEncounterRendererManager' has been loaded (in 0.0060036 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:720STACKIn 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)
22:37:03:720STACK[Galaxy] Ignite GalaxyConstellation '%ConstellationName43'
GalaxyConstellation+c__Iterator4D9:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:720STACKIn Technique Default, the ancillary service 'GalaxyEntityFactory' has been loaded (in 0.3903253 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:720STACKIn 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)
22:37:03:720STACKIn Technique Default, the ancillary service 'GalaxyEntityMapping' 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)
22:37:03:720STACKIn 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)
22:37:03:720STACKIn Technique Default, the ancillary service 'GalaxyEntityCulling' has been loaded (in 0.0005004 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:720STACKIn 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'GalaxyLayerController' 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKBinding 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'PrimitiveMaskComputer' has been loaded (in 0.0005004 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'LayerDependantShaderValueController' has been loaded (in 0.0010005 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'LayerDependantMouseKeyController' has been loaded (in 0.0005004 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:721STACKIn 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)
22:37:03:721STACKStill 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'PathRenderer' has been loaded (in 0.0010005 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'GalaxyPositioning' 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'RenderStatisticsService' has been loaded (in 0.0005004 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'VisibleGalaxyFleetRepository' has been loaded (in 0.0010009 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'VisibleGalaxyHangarRepository' 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)
22:37:03:721STACKIn 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)
22:37:03:721STACKIn Technique Default, the ancillary service 'AtlasManager' has been loaded (in 0.0110084 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:721STACKIn 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)
22:37:03:722STACKIn Technique Default, the ancillary service 'QuadRendererManager' has been loaded (in 0.0010002 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:722STACKIn 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)
22:37:03:722STACKIn 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)
22:37:03:722STACKIn 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)
22:37:03:722STACKIn Technique Default, the ancillary service 'TradeRouteRenderer' has been loaded (in 0.0014994 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:722STACKIn 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)
22:37:03:722STACKBinding 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)
22:37:03:722STACKIn Technique Default, the ancillary service 'FIDSIRendererManager' has been loaded (in 0.0010005 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:722STACKIn 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)
22:37:03:722STACKIn Technique Default, the ancillary service 'PlanetoidRendererManager' has been loaded (in 0.0005004 second(s)).
GalaxyViewTechnique+c__Iterator4E5:MoveNext() Amplitude.Coroutine:Run() Amplitude.Coroutine+ c__Iterator99:MoveNext() UnityEngine.SetupCoroutine:InvokeMoveNext(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo)
22:37:03:722STACKIn 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)
22:37:03:722STACKIn Technique Default, the ancillary service 'QuadRendererManager' 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)
22:37:03:722STACKIn 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)
22:37:03:722STACKIn 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)
22:37:03:722STACKGameClientState_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()
22:37:03:816STACKAudio bank 'G_Soundscape_B' 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)
22:37:03:860STACK[ChatMessage] RECV: l:/_launching/False (from 0x2c8067e).
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()
22:37:03:860STACK[ChatMessage] RECV: l:/_gameinprogress/True (from 0x2c8067e).
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()
22:37:03:860STACKGameServerState_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()
22:37:03:946STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000001, [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()
22:37:03:978STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000002, [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()
22:37:04:012STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000003, [Empire8]
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()
22:37:04:045STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000004, [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()
22:37:04:079STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000005, [Empire10]
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()
22:37:04:112STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000006, [Empire11]
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()
22:37:04:145STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000007, [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()
22:37:04:179STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000008, [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()
22:37:04:212STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#00000009, [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()
22:37:04:245STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000000A, [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()
22:37:04:279STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000000B, [Empire16]
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()
22:37:04:312STACK[Order] OrderSpawnImprovement::DepartmentOfTheInterior/OrderSpawnCuriosity#0000000C, [Empire17]
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()
22:37:04:376STACK[Population] Adding 0 AffinityVampirilis on the mothership #877, not on a planet directly.
ExploitedStarSystem: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:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator221:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:04:376STACKTrying 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:CreateExploitedStarSystem(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+ c__Iterator221:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:04:446STACKGameServerState_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()
22:37:05:665STACK[Profiling] GuiManager.OnGameCreated() - End (5567 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)
22:37:05:999STACK[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)
22:37:06:050STACK[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)
22:37:06:067STACK[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()
22:37:06:067STACK[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()
22:37:06:084STACK[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)
22:37:06:100STACK[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()
22:37:06:100STACK[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()
22:37:06:133STACK[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)
22:37:06:150STACK[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()
22:37:06:150STACK[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()
22:37:06:184STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 4.
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)
22:37:06:200STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #4.
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()
22:37:06:200STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #4.
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()
22:37:06:217STACK[AI0] AI player state change from Deactivated to Full for empire MajorEmpireSnapshot 5.
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)
22:37:06:217STACK[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()
22:37:06:234STACK[PlayerRepository] Player '%AIPlayerName' has been unregistered (Headless/Local) from Empire #5.
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()
22:37:06:234STACK[PlayerRepository] Player '%AIPlayerName' has been registered (Headless/Local) on Empire #5.
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()
22:37:06:234STACK[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()
22:37:06:234STACK[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()
22:37:06:250STACK[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()
22:37:06:250STACK[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()
22:37:06:267STACK[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()
22:37:06:267STACK[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()
22:37:06:283STACK[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()
22:37:06:284STACK[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()
22:37:06:300STACK[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()
22:37:06:300STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 16.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
22:37:06:317STACK[AI0] AI player state change from Deactivated to Full for empire MinorEmpireSnapshot 17.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.MinorEmpire.AIPlayer_MinorEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
22:37:06:333STACK[AI0] AI player state change from Deactivated to Full for empire LesserEmpireSnapshot 18.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.LesserEmpire.AIPlayer_LesserEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
22:37:06:333STACK[AI0] AI player state change from Deactivated to Full for empire PirateEmpireSnapshot 19.
Amplitude.AI.Core.AIPlayer:SetExecutionMode(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIPlayers.PirateEmpire.AIPlayer_PirateEmpire:Initialize(System.Reflection.ParameterInfo) Amplitude.AI.Core.AIScheduler:InitializeAsync()
22:37:06:551STACK[AI0] AIScheduler initialized
Amplitude.AI.Core.AIScheduler:InitializeAsync()
22:37:06:551STACK[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()
22:37:06:868STACK[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()
22:37:06:884STACKEnd 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()
22:37:07:172STACKGameClientState_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()
22:37:07:172STACK[Quest] Adding global quest variable: $ENFERSystem = System.Collections.Generic.List`1[System.Object] for empire 0
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:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo) 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()
22:37:07:173STACK[Quest] Adding global quest variable: $CraversSystem = System.Collections.Generic.List`1[System.Object] for empire 1
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:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo) 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()
22:37:07:173STACK[AI0] Sync took 0.4113102 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:07:173STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:07:534STACKGameClientState_Introduction
GameClientState:Begin(System.Reflection.ParameterInfo) GameClientState_Introduction:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:07:534STACKGameClientState_IntroductionVideo.
GameClientState_Introduction:PlayIntroductionVideo() GameClientState_Introduction:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:07:534STACKPlaying introduction video 'C:/Program Files (x86)/Steam/steamapps/common/Endless Space 2/EndlessSpace2_Data/StreamingAssets\Movies/Factions/Sophons_Intro.mp4'...
GameClientState_Introduction:PlayIntroductionVideo() GameClientState_Introduction:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:10:716STACKGameClientState_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()
22:37:10:759STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:10:759STACK[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()
22:37:10:780STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000000F, Ticket: 00000001
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()
22:37:10:780STACK[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()
22:37:10:810STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000010, Ticket: 00000002
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()
22:37:10:842STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000011, Ticket: 00000003
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()
22:37:10:875STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000012, Ticket: 00000004
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()
22:37:10:910STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000013, Ticket: 00000005
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()
22:37:10:944STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000014, Ticket: 00000006
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()
22:37:10:976STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000015, Ticket: 00000007
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()
22:37:11:009STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000016, Ticket: 00000008
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()
22:37:11:043STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000017, Ticket: 00000009
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()
22:37:11:076STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000018, Ticket: 0000000A
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()
22:37:11:110STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000019, Ticket: 0000000B
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()
22:37:11:143STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001A, Ticket: 0000000C
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()
22:37:11:176STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001B, Ticket: 0000000D
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()
22:37:11:210STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001C, Ticket: 0000000E
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()
22:37:11:243STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001D, Ticket: 0000000F
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()
22:37:11:277STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001E, Ticket: 00000010
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()
22:37:11:310STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000001F, Ticket: 00000011
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()
22:37:11:443STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000023, Ticket: 00000012
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()
22:37:11:477STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000024, Ticket: 00000013
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()
22:37:11:510STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000025, Ticket: 00000014
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()
22:37:11:544STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000026, Ticket: 00000015
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()
22:37:11:577STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000027, Ticket: 00000016
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()
22:37:11:610STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000028, Ticket: 00000017
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()
22:37:11:644STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000029, Ticket: 00000018
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()
22:37:11:677STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002A, Ticket: 00000019
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()
22:37:11:711STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002B, Ticket: 0000001A
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()
22:37:11:744STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002C, Ticket: 0000001B
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()
22:37:11:778STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002D, Ticket: 0000001C
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()
22:37:12:001STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000002E, Ticket: 0000001D
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()
22:37:12:001STACKDefault 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) TutorialPopupPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) TutorialPopupPanel:Bind(System.Reflection.ParameterInfo) TutorialWindow:UpdateDisplayedTutorial() TutorialWindow:QuestJournal_JournalChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestJournal:OnChange(System.Reflection.ParameterInfo) QuestJournal:Start(System.Reflection.ParameterInfo) GameClient+c__Iterator413:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:001STACKDefault 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) TutorialPopupPanel:OnBeginShow(System.Reflection.ParameterInfo) Amplitude.Unity.Gui.GuiPanel:Show(System.Reflection.ParameterInfo) TutorialPopupPanel:Bind(System.Reflection.ParameterInfo) TutorialWindow:UpdateDisplayedTutorial() TutorialWindow:QuestJournal_JournalChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) QuestJournal:OnChange(System.Reflection.ParameterInfo) QuestJournal:Start(System.Reflection.ParameterInfo) GameClient+c__Iterator413:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:322STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000037, Ticket: 0000001E, [Empire1], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1148, 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()
22:37:12:380STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000039, Ticket: 00000020, [Empire1]: root.unset Toward Empire#0 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:413STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000003A, Ticket: 00000021, [Empire1]: root.unset Toward Empire#2 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:447STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000003B, Ticket: 00000022, [Empire1]: root.unset Toward Empire#3 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:480STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000003C, Ticket: 00000023, [Empire1]: root.unset Toward Empire#4 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:513STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000003D, Ticket: 00000024, [Empire1]: root.unset Toward Empire#5 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:613STACK[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()
22:37:12:764STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000044, Ticket: 0000002B, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1154, 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()
22:37:12:830STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000046, Ticket: 0000002D, [Empire2]: root.unset Toward Empire#0 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:863STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000047, Ticket: 0000002E, [Empire2]: root.unset Toward Empire#1 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:897STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000048, Ticket: 0000002F, [Empire2]: root.unset Toward Empire#3 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:930STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000049, Ticket: 00000030, [Empire2]: root.unset Toward Empire#4 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:12:964STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000004A, Ticket: 00000031, [Empire2]: root.unset Toward Empire#5 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:131STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000004F, Ticket: 00000036, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary1, ConstructionGameEntityGUID: 1157, 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()
22:37:13:198STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000051, Ticket: 00000038, [Empire3]: root.unset Toward Empire#0 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:231STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000052, Ticket: 00000039, [Empire3]: root.unset Toward Empire#1 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:264STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000053, Ticket: 0000003A, [Empire3]: root.unset Toward Empire#2 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:298STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000054, Ticket: 0000003B, [Empire3]: root.unset Toward Empire#4 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:332STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000055, Ticket: 0000003C, [Empire3]: root.unset Toward Empire#5 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:498STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000005A, Ticket: 00000041, [Empire4], ConstructibleElementName: TechnologyDefinitionUnique1Sophons, ConstructionGameEntityGUID: 1161, 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()
22:37:13:599STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000005D, Ticket: 00000044, [Empire4]: root.unset Toward Empire#0 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:631STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000005E, Ticket: 00000045, [Empire4]: root.unset Toward Empire#1 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:665STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000005F, Ticket: 00000046, [Empire4]: root.unset Toward Empire#2 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:700STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000060, Ticket: 00000047, [Empire4]: root.unset Toward Empire#3 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:731STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000061, Ticket: 00000048, [Empire4]: root.unset Toward Empire#5 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:13:899STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000066, Ticket: 0000004D, [Empire5], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1166, 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()
22:37:13:999STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#00000069, Ticket: 00000050, [Empire5]: root.unset Toward Empire#0 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:14:032STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000006A, Ticket: 00000051, [Empire5]: root.unset Toward Empire#1 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:14:066STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000006B, Ticket: 00000052, [Empire5]: root.unset Toward Empire#2 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:14:099STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000006C, Ticket: 00000053, [Empire5]: root.unset Toward Empire#3 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:14:133STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#0000006D, Ticket: 00000054, [Empire5]: root.unset Toward Empire#4 because
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:14:374STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:14:634STACKGameServerState_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()
22:37:14:784STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:14:918STACK[AI0] Sync took 2.3043577 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:14:918STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:15:820STACK[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()
22:37:16:003STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000080, Ticket: 00000067
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()
22:37:16:055STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000081, Ticket: 00000068
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()
22:37:16:096STACKCaching 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)
22:37:16:096STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#00000082, Ticket: 00000069
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()
22:37:16:474STACKCaching 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) TechnologyQuadrantItem:Highlight(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) 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)
22:37:16:491STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000086, Ticket: 0000006D
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()
22:37:16:557STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000087, Ticket: 0000006E
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()
22:37:16:947STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000088, Ticket: 0000006F
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()
22:37:17:365STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000089, Ticket: 00000070
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()
22:37:18:044STACK[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()
22:37:18:058STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:18:167STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:18:282STACKGameServerState_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()
22:37:18:430STACK[AI0] Sync took 0.401492 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:18:430STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:18:848STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000008E, Ticket: 00000075
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()
22:37:18:981STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000008F, Ticket: 00000076
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()
22:37:19:216STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000090, Ticket: 00000077
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()
22:37:19:232STACK[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()
22:37:21:436STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:21:456STACKGameServerState_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()
22:37:21:554STACKGameServerState_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()
22:37:21:670STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:21:840STACK[AI0] Sync took 0.4008317 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:21:841STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:22:875STACK[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()
22:37:25:086STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:25:099STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:37:25:193STACKGameServerState_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()
22:37:25:310STACKGameServerState_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()
22:37:25:394STACK[AI0] Sync took 0.3009705 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:25:394STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:37:26:299STACK[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()
22:37:27:215STACK[TutorialPanel] OnHeaderGroupMouseEnterCb
TutorialPopupPanel:OnHeaderGroupMouseEnterCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseEnter(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()
22:37:27:448STACK[TutorialPanel] OnToggleSelfCb
TutorialPopupPanel:OnToggleSelfCb() TutorialPopupPanel:OnClickMinimizeCb() 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()
22:37:27:615STACK[TutorialPanel] OnHeaderGroupMouseLeaveCb
TutorialPopupPanel:OnHeaderGroupMouseLeaveCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseLeave(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()
22:37:56:341STACK[TutorialPanel] OnHeaderGroupMouseEnterCb
TutorialPopupPanel:OnHeaderGroupMouseEnterCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseEnter(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()
22:37:56:557STACK[TutorialPanel] OnToggleSelfCb
TutorialPopupPanel:OnToggleSelfCb() TutorialPopupPanel:OnClickMinimizeCb() 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()
22:37:57:575STACK[TutorialPanel] OnHeaderGroupMouseLeaveCb
TutorialPopupPanel:OnHeaderGroupMouseLeaveCb() UnityEngine.GameObject:SendMessage(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) AgeControlButton:MouseLeave(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()
22:37:59:945STACK[TutorialPanel] OnValidateButtonCb
TutorialPopupPanel:OnValidateButtonCb() 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()
22:38:05:857STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000091, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary1, ConstructionGameEntityGUID: 1179, 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()
22:38:05:896STACK[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()
22:38:05:896STACK[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()
22:38:06:093STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:06:108STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:06:209STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:06:327STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:06:493STACK[AI0] Sync took 0.401107 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:06:493STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:07:398STACK[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()
22:38:15:415STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000092, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary3, ConstructionGameEntityGUID: 1180, 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()
22:38:15:433STACK[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()
22:38:15:433STACK[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()
22:38:15:643STACK[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()
22:38:15:660STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:15:761STACKGameServerState_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()
22:38:15:894STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:16:044STACK[AI0] Sync took 0.4012158 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:16:044STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:17:148STACK[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()
22:38:18:548STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000093, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 1181, 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()
22:38:18:574STACK[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()
22:38:18:574STACK[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()
22:38:18:766STACK[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()
22:38:18:784STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:18:883STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:19:000STACKGameServerState_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()
22:38:19:167STACK[AI0] Sync took 0.4014705 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:19:167STACK[AI0] [MainState] Start decision number 8 (state: Main, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:20:071STACK[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()
22:38:20:220STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000094, [Empire0], ConstructibleElementName: TechnologyDefinitionMilitary2, ConstructionGameEntityGUID: 1182, 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()
22:38:20:287STACK[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()
22:38:20:287STACK[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()
22:38:20:469STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:20:486STACKGameServerState_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()
22:38:20:586STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:20:703STACKGameServerState_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()
22:38:20:881STACK[AI0] Sync took 0.4012441 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:20:881STACK[AI0] [MainState] Start decision number 9 (state: Main, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:21:789STACK[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()
22:38:26:714STACK[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()
22:38:26:714STACK[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()
22:38:26:911STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:26:927STACKGameServerState_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()
22:38:27:027STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:27:128STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:27:211STACK[AI0] Sync took 0.3016426 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:27:212STACK[AI0] [MainState] Start decision number 10 (state: Main, turn: 0)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:28:016STACK[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()
22:38:31:670STACKGameClientState_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()
22:38:31:704STACK[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()
22:38:31:720STACKGameServerState_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()
22:38:31:720STACK[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()
22:38:31:770STACK[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()
22:38:31:870STACKGameClientState_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()
22:38:31:921STACKGameServerState_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()
22:38:31:921STACK[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()
22:38:31:937STACKGameClientState_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()
22:38:31:954STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:32:004STACKGameServerState_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()
22:38:32:288STACKGameServerState_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()
22:38:32:288STACKGameClientState_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()
22:38:32:312STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 0
DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo) Empire:NotifyUnlock(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator209:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:32:334STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.82 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.18 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 38.00
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()
22:38:32:388STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.13 Politics02 = 0.75 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.06 Politics00 = 0.00 TOTAL_SCORE = 16.00
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()
22:38:32:471STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.00 Politics02 = 0.50 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.50 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 6.00
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()
22:38:32:521STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.00 Politics02 = 0.72 Politics03 = 0.18 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 19.50
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()
22:38:32:571STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.00 Politics02 = 0.82 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.18 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 50.00
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()
22:38:32:638STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.09 Politics02 = 0.82 Politics03 = 0.05 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.05 Politics00 = 0.00 TOTAL_SCORE = 22.00
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()
22:38:33:089STACKGameClientState_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()
22:38:33:089STACK[ChatMessage] RECV: l:/_turn/1 (from 0x2c8067e).
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()
22:38:33:225STACKGameServerState_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()
22:38:33:325STACKGameServerState_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()
22:38:33:341STACKGameClientState_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()
22:38:33:357STACKGameClientState_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()
22:38:33:357STACKGameClientState_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()
22:38:33:357STACKOrder 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()
22:38:33:390STACKSynchronization 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()
22:38:33:390STACKSynchronizationState = 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()
22:38:33:390STACKPlayerInTransition = 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()
22:38:33:390STACKSynchronization 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()
22:38:33:391STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:38:33:391STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:38:34:053STACKGameServerState_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()
22:38:34:053STACK[ChatMessage] RECV: l:/_turn/1 (from 0x2c8067e).
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()
22:38:34:063STACKGameServerState_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()
22:38:34:064STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:34:064STACKSynchronizationState = 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()
22:38:34:064STACKPlayerInTransition = 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()
22:38:34:064STACKSynchronization 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()
22:38:34:064STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:38:34:064STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2c8067e).
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()
22:38:34:075STACKGameServerState_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()
22:38:34:158STACKGameServerState_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()
22:38:34:158STACK[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()
22:38:34:258STACK[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()
22:38:34:558STACK[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()
22:38:34:575STACKEnd 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()
22:38:34:596STACKGameClientState_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()
22:38:34:659STACK[AI0] Sync took 0.4012668 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:34:659STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 1)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:35:093STACKGameClientState_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()
22:38:35:143STACKGameServerState_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()
22:38:35:143STACK[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()
22:38:35:336STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000098, Ticket: 00000078
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()
22:38:35:361STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000099, Ticket: 00000079
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()
22:38:35:395STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000009A, Ticket: 0000007A
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()
22:38:35:427STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000009B, Ticket: 0000007B
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()
22:38:35:461STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000009C, Ticket: 0000007C
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()
22:38:35:495STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000009D, Ticket: 0000007D
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()
22:38:35:527STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000009E, Ticket: 0000007E
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()
22:38:35:543STACK[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()
22:38:35:560STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000009F, Ticket: 0000007F
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()
22:38:35:594STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000A0, Ticket: 00000080
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()
22:38:35:627STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000A1, Ticket: 00000081
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()
22:38:35:660STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000A2, Ticket: 00000082
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()
22:38:35:694STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000000A3, Ticket: 00000083
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()
22:38:36:362STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B7, [Empire1], Entity index: 6
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:36:662STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B8, [Empire2], Entity index: 6
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:36:863STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000B9, [Empire1], Entity index: 5
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:36:946STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000BA, [Empire4], Entity index: 5
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:36:980STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000BB, [Empire2], Entity index: 7
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:37:163STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000BC, [Empire5], Entity index: 9
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:37:749STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:37:765STACKGameServerState_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()
22:38:37:865STACKGameServerState_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()
22:38:37:948STACKGameServerState_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()
22:38:38:034STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:38:132STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:38:216STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:38:349STACK[AI0] Sync took 0.60174 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:38:350STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 1)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:39:051STACK[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()
22:38:39:501STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000C3, [Empire4], Entity index: 6
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:41:255STACK[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()
22:38:41:272STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:41:372STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:41:489STACKGameServerState_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()
22:38:41:656STACK[AI0] Sync took 0.4023285 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:41:656STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 1)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:42:097STACK[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()
22:38:42:097STACKTrying 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()
22:38:42:097STACKCannot 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) ColonizedPlanet:Load(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()
22:38:42:098STACKCannot 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) ColonizedPlanet:Load(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()
22:38:42:098STACKCannot 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) ColonizedPlanet:Load(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()
22:38:42:098STACK[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()
22:38:42:185STACK[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()
22:38:42:185STACKTrying 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()
22:38:42:185STACKCannot 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) ColonizedPlanet:Load(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()
22:38:42:185STACKCannot 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) ColonizedPlanet:Load(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()
22:38:42:185STACK[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()
22:38:42:195STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000C6, Ticket: 0000009D
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()
22:38:42:324STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000CA, Ticket: 0000009E
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()
22:38:42:474STACK[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()
22:38:44:681STACK[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()
22:38:44:698STACKGameServerState_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()
22:38:44:795STACKGameServerState_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()
22:38:44:929STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:45:082STACK[AI0] Sync took 0.4015993 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:45:082STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 1)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:46:099STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000D2, [Empire4], Entity index: 11
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:46:099STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:48:303STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:48:320STACKGameServerState_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()
22:38:48:421STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:48:538STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:48:705STACK[AI0] Sync took 0.400981 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:48:705STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 1)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:49:405STACK[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()
22:38:50:825STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000000D7, [Empire0], context guid: 620, contruction guid: 1201
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()
22:38:51:627STACK[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()
22:38:51:643STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:51:743STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:51:876STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:52:027STACK[AI0] Sync took 0.4009779 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:52:027STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 1)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:52:729STACK[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()
22:38:52:879STACK[Order] OrderCancelConstruction::DepartmentOfIndustry/OrderCancelConstruction#000000DA, [Empire0], context guid: 620, contruction guid: 1205
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()
22:38:54:933STACK[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()
22:38:54:949STACKGameServerState_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()
22:38:55:049STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:55:183STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:55:334STACK[AI0] Sync took 0.4006684 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:55:334STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 1)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:56:035STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:56:237STACK[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()
22:38:56:586STACKGameClientState_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()
22:38:56:619STACK[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()
22:38:56:636STACKGameServerState_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()
22:38:56:636STACK[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()
22:38:56:686STACK[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()
22:38:56:786STACKGameClientState_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()
22:38:56:836STACKGameServerState_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()
22:38:56:836STACK[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()
22:38:56:853STACKGameClientState_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()
22:38:56:870STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:56:920STACKGameServerState_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()
22:38:57:153STACKGameServerState_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()
22:38:57:154STACKGameClientState_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()
22:38:57:187STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.82 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.18 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 38.00
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()
22:38:57:272STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.20 Politics02 = 0.70 Politics03 = 0.05 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.05 Politics00 = 0.00 TOTAL_SCORE = 20.00
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()
22:38:57:337STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.00 Politics02 = 0.54 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.46 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 6.50
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()
22:38:57:387STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.00 Politics02 = 0.72 Politics03 = 0.18 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 19.50
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()
22:38:57:454STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.04 Politics02 = 0.79 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.17 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 52.00
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()
22:38:57:504STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.08 Politics02 = 0.85 Politics03 = 0.04 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 26.00
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()
22:38:57:955STACKGameClientState_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()
22:38:57:955STACK[ChatMessage] RECV: l:/_turn/2 (from 0x2c8067e).
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()
22:38:58:091STACKGameServerState_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()
22:38:58:191STACKGameServerState_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()
22:38:58:208STACKGameClientState_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()
22:38:58:224STACKGameClientState_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()
22:38:58:224STACKGameClientState_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()
22:38:58:224STACKOrder 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()
22:38:58:258STACKSynchronization 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()
22:38:58:258STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:38:58:726STACKGameServerState_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()
22:38:58:726STACK[ChatMessage] RECV: l:/_turn/2 (from 0x2c8067e).
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()
22:38:58:732STACKGameServerState_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()
22:38:58:732STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:38:58:732STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2c8067e).
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()
22:38:58:740STACKGameServerState_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()
22:38:58:823STACKGameServerState_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()
22:38:58:823STACK[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()
22:38:58:940STACK[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()
22:38:59:240STACKEnd 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()
22:38:59:240STACK[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()
22:38:59:264STACKGameClientState_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()
22:38:59:264STACK[Quest] Adding global quest variable: $CraversSystem = System.Collections.Generic.List`1[System.Object] for empire 5
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:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo) 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()
22:38:59:264STACK[Quest] Adding global quest variable: $ENFERSystem = System.Collections.Generic.List`1[System.Object] for empire 4
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:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo) 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()
22:38:59:325STACK[AI0] Sync took 0.4012675 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:59:341STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 2)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:38:59:758STACKGameClientState_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()
22:38:59:809STACKGameServerState_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()
22:38:59:809STACK[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()
22:38:59:825STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000DD, Ticket: 000000A7
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()
22:38:59:858STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000000DE, Ticket: 000000A8
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()
22:38:59:892STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000DF, Ticket: 000000A9
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()
22:38:59:925STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000000E0, Ticket: 000000AA
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()
22:39:00:243STACK[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()
22:39:00:526STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000F2, Ticket: 000000BA, [Empire1], ConstructibleElementName: TechnologyDefinitionUnique1Cravers, ConstructionGameEntityGUID: 1213, 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()
22:39:00:560STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000F3, Ticket: 000000BB, [Empire2], ConstructibleElementName: TechnologyDefinitionUnique1Vampirilis, ConstructionGameEntityGUID: 1214, 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()
22:39:00:593STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000F4, Ticket: 000000BC, [Empire4], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment4, ConstructionGameEntityGUID: 1215, 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()
22:39:00:693STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000000F7, Ticket: 000000BF, [Empire5], ConstructibleElementName: TechnologyDefinitionUnique1Cravers, ConstructionGameEntityGUID: 1218, 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()
22:39:00:727STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000F8, [Empire3], Entity index: 8
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:00:761STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000F9, [Empire5], Entity index: 13
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:00:911STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000FA, [Empire1], Entity index: 16
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:01:095STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000FB, [Empire1], Entity index: 15
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:01:695STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000000FC, [Empire4], Entity index: 15
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:02:447STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:02:464STACKGameServerState_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()
22:39:02:564STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:02:697STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:02:848STACK[AI0] Sync took 0.4006644 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:02:848STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 2)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:03:282STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000101, 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()
22:39:03:399STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000102, [Empire2], Entity index: 13
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:03:549STACK[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()
22:39:05:754STACK[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()
22:39:05:770STACKGameServerState_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()
22:39:05:871STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:06:114STACK[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()
22:39:06:114STACKTrying 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()
22:39:06:114STACKCannot 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) ColonizedPlanet:Load(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()
22:39:06:114STACKCannot 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) ColonizedPlanet:Load(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()
22:39:06:114STACK[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()
22:39:06:128STACKCan't found any object for uri '/game-entities/942'.
SyncMessageJob:ProcessExecuteSyncContractMessage(System.Reflection.ParameterInfo) SyncMessageJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
22:39:06:128STACKCan't found any object for uri '/game-entities/940'.
SyncMessageJob:ProcessExecuteSyncContractMessage(System.Reflection.ParameterInfo) SyncMessageJob:Run() Amplitude.AI.Common.Threading.JobScheduler:WorkerThreadRun(System.Reflection.ParameterInfo)
22:39:06:171STACKGameServerState_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()
22:39:06:188STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000105, Ticket: 000000C7
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()
22:39:06:221STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000106, Ticket: 000000C8
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()
22:39:06:289STACK[AI0] Sync took 0.5365363 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:06:289STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 2)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:07:092STACK[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()
22:39:07:125STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000110, Ticket: 000000CF, [Empire4], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment3, ConstructionGameEntityGUID: 1226, 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()
22:39:08:777STACKGameClientState_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()
22:39:08:810STACK[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()
22:39:08:994STACK[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()
22:39:09:010STACKGameServerState_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()
22:39:09:010STACK[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()
22:39:09:110STACKGameServerState_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()
22:39:09:244STACKGameServerState_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()
22:39:09:244STACK[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()
22:39:09:378STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000111, Ticket: 000000D0
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()
22:39:09:394STACK[AI0] Sync took 0.4014158 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:09:394STACK[AI0] [MainState] Start decision number 4 (state: OthersWantToEndTheTurn, turn: 2)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:09:411STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000112, Ticket: 000000D1
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()
22:39:10:196STACK[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()
22:39:10:230STACKGameServerState_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()
22:39:10:230STACK[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()
22:39:14:205STACK[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()
22:39:14:308STACKGameClientState_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()
22:39:14:355STACKGameServerState_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()
22:39:14:355STACK[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()
22:39:14:372STACKGameClientState_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()
22:39:14:388STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:14:438STACKGameServerState_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()
22:39:14:675STACKGameServerState_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()
22:39:14:675STACKGameClientState_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()
22:39:14:710STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.82 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.18 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 44.00
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()
22:39:14:755STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.15 Politics02 = 0.77 Politics03 = 0.04 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 26.00
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()
22:39:14:839STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.00 Politics02 = 0.54 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.46 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 6.50
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()
22:39:14:873STACK[EmpireImprovement] Failed to apply 'EmpireImprovementStageMilitary2' on Empire 3
DepartmentOfDevelopment:TryUnlockEmpireImprovement(System.Reflection.ParameterInfo) Empire:NotifyUnlock(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:ComputeUnlockTechnologyStages(System.Reflection.ParameterInfo) DepartmentOfScience:OnTechnologyUnlocked(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:UnlockTechnology(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience:OnResearchQueueChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfScience+c__Iterator209:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:14:889STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.00 Politics02 = 0.74 Politics03 = 0.16 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 21.50
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()
22:39:14:939STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.03 Politics02 = 0.80 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.17 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 64.00
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()
22:39:15:023STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.13 Politics02 = 0.80 Politics03 = 0.03 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.03 Politics00 = 0.00 TOTAL_SCORE = 30.00
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()
22:39:15:473STACKGameClientState_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()
22:39:15:474STACK[ChatMessage] RECV: l:/_turn/3 (from 0x2c8067e).
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()
22:39:15:535STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000115, [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()
22:39:15:535STACKTrying 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()
22:39:15:562STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000116, [Empire4]
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()
22:39:15:562STACKTrying 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()
22:39:15:690STACKGameServerState_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()
22:39:15:791STACKGameServerState_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()
22:39:15:808STACKGameClientState_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()
22:39:15:824STACKGameClientState_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()
22:39:15:824STACKGameClientState_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()
22:39:15:824STACKOrder 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()
22:39:15:857STACKSynchronization 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()
22:39:15:857STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:39:16:113STACKGameServerState_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()
22:39:16:113STACK[ChatMessage] RECV: l:/_turn/3 (from 0x2c8067e).
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()
22:39:16:119STACKGameServerState_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()
22:39:16:119STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:16:119STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2c8067e).
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()
22:39:16:126STACKGameServerState_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()
22:39:16:208STACKGameServerState_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()
22:39:16:208STACK[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()
22:39:16:542STACK[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()
22:39:16:842STACK[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()
22:39:16:859STACKEnd 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()
22:39:16:877STACKGameClientState_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()
22:39:16:943STACK[AI0] Sync took 0.4012717 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:16:943STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 3)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:17:411STACKGameClientState_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()
22:39:17:461STACKGameServerState_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()
22:39:17:461STACK[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()
22:39:17:477STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000119, Ticket: 000000D4
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()
22:39:17:510STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000011A, Ticket: 000000D5
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()
22:39:17:544STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000011B, Ticket: 000000D6
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()
22:39:17:578STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000011C, Ticket: 000000D7
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()
22:39:17:611STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000011D, Ticket: 000000D8
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()
22:39:17:644STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#0000011E, Ticket: 000000D9
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()
22:39:17:761STACK[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()
22:39:18:145STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000012D, Ticket: 000000E8, [Empire3], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade3, ConstructionGameEntityGUID: 1233, 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()
22:39:18:212STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000012F, Ticket: 000000EA, [Empire4], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 1235, 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()
22:39:18:312STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000132, [Empire2], Entity index: 20
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:18:496STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000134, [Empire3], Entity index: 12
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:19:281STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000135, [Empire5], Entity index: 25
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:19:968STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:19:982STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:20:082STACKGameServerState_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()
22:39:20:216STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:20:367STACK[AI0] Sync took 0.4021516 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:20:367STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 3)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:21:068STACK[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()
22:39:21:602STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000013C, [Empire4], Entity index: 20
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:23:275STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:23:292STACKGameServerState_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()
22:39:23:389STACKGameServerState_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()
22:39:23:523STACKGameServerState_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()
22:39:23:674STACK[AI0] Sync took 0.4008336 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:23:674STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 3)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:24:227STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000013D, Ticket: 000000F4
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()
22:39:24:475STACK[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()
22:39:24:575STACKGameClientState_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()
22:39:24:608STACK[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()
22:39:24:775STACK[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()
22:39:24:792STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:24:792STACK[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()
22:39:24:892STACKGameServerState_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()
22:39:25:009STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:25:009STACK[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()
22:39:25:176STACK[AI0] Sync took 0.400605 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:25:176STACK[AI0] [MainState] Start decision number 4 (state: OthersWantToEndTheTurn, turn: 3)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:26:214STACK[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()
22:39:26:247STACKGameServerState_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()
22:39:26:248STACK[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()
22:39:28:265STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000140, [Empire4], Entity index: 22
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:28:282STACK[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()
22:39:28:382STACKGameClientState_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()
22:39:28:432STACKGameServerState_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()
22:39:28:432STACK[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()
22:39:28:449STACKGameClientState_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()
22:39:28:465STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:28:516STACKGameServerState_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()
22:39:28:800STACKGameServerState_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()
22:39:28:800STACKGameClientState_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()
22:39:28:833STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.82 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.18 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 44.00
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()
22:39:28:939STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.14 Politics02 = 0.70 Politics03 = 0.04 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 28.50
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()
22:39:29:016STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.00 Politics02 = 0.47 Politics03 = 0.13 Politics04 = 0.00 Politics05 = 0.40 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 7.50
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()
22:39:29:066STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.00 Politics02 = 0.74 Politics03 = 0.16 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 21.50
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()
22:39:29:134STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.03 Politics02 = 0.80 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.17 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 70.00
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()
22:39:29:217STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.12 Politics02 = 0.75 Politics03 = 0.03 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 34.50
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()
22:39:29:668STACKGameClientState_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()
22:39:29:668STACK[ChatMessage] RECV: l:/_turn/4 (from 0x2c8067e).
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()
22:39:29:718STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000141, [Empire5]
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()
22:39:29:718STACKTrying 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()
22:39:29:802STACKGameServerState_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()
22:39:29:905STACKGameServerState_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()
22:39:29:921STACKGameClientState_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()
22:39:29:937STACKGameClientState_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()
22:39:29:937STACKGameClientState_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()
22:39:29:937STACKOrder 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()
22:39:29:971STACKSynchronization 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()
22:39:29:971STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:39:30:264STACKGameServerState_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()
22:39:30:264STACK[ChatMessage] RECV: l:/_turn/4 (from 0x2c8067e).
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()
22:39:30:276STACKGameServerState_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()
22:39:30:276STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:30:276STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2c8067e).
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()
22:39:30:286STACKGameServerState_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()
22:39:30:369STACKGameServerState_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()
22:39:30:369STACK[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()
22:39:30:519STACK[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()
22:39:30:820STACK[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()
22:39:30:836STACKEnd 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()
22:39:30:889STACKGameClientState_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()
22:39:30:889STACK[Quest] Adding global quest variable: $CrashPlanet = System.Collections.Generic.List`1[System.Object] for empire 1
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:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo) 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()
22:39:30:889STACK[Quest] Adding global quest variable: $CrashPlanet = System.Collections.Generic.List`1[System.Object] for empire 5
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:EndTurnService_GameClientStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) GameManager:IEndTurnControl.NotifyOnGameClientStateChange(System.Reflection.ParameterInfo) 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()
22:39:30:921STACK[AI0] Sync took 0.4012653 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:30:921STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 4)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:31:438STACKGameClientState_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()
22:39:31:488STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:31:488STACK[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()
22:39:31:518STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000143, Ticket: 000000F7
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()
22:39:31:552STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000144, Ticket: 000000F8
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()
22:39:31:591STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000145, Ticket: 000000F9
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()
22:39:31:625STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#00000146, Ticket: 000000FA
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()
22:39:31:700STACKTrying 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()
22:39:31:724STACK[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()
22:39:31:758STACKTrying 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()
22:39:31:908STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000014E, Ticket: 000000FB
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()
22:39:31:942STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#0000014F, Ticket: 000000FC
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()
22:39:31:974STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000150, Ticket: 000000FD
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()
22:39:32:009STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000151, Ticket: 000000FE
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()
22:39:32:443STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000015E, Ticket: 0000010B, [Empire1], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1257, 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()
22:39:32:576STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000162, Ticket: 0000010F, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration4, ConstructionGameEntityGUID: 1262, 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()
22:39:32:743STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000167, Ticket: 00000114, [Empire4], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade3, ConstructionGameEntityGUID: 1267, 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()
22:39:33:093STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#0000016C, Ticket: 00000119, [Empire5], ConstructibleElementName: TechnologyDefinitionScienceAndExploration2, ConstructionGameEntityGUID: 1271, 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()
22:39:33:228STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000170, [Empire5], Entity index: 30
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:33:294STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000172, [Empire2], Entity index: 25
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:33:328STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000173, Ticket: 0000011E, [Empire0]
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()
22:39:33:429STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000176, Ticket: 00000120
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()
22:39:33:579STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000177, [Empire2], Entity index: 27
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:33:997STACK[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()
22:39:34:013STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:34:114STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:34:244STACKGameServerState_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()
22:39:34:394STACK[AI0] Sync took 0.402021 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:34:395STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 4)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:35:029STACKGameClientState_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()
22:39:35:063STACK[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()
22:39:35:296STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000178, Ticket: 00000121
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()
22:39:35:330STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000179, Ticket: 00000122, [Empire1]
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()
22:39:35:396STACK[AI0] [MainState] We must finish the turn but 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()
22:39:35:563STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000180, Ticket: 00000129, [Empire3]
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()
22:39:35:630STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000181, Ticket: 0000012A, [Empire4]
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()
22:39:35:696STACK[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()
22:39:35:763STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000185, Ticket: 0000012E, [Empire5]
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()
22:39:35:830STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:35:830STACK[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()
22:39:35:930STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:36:064STACKGameServerState_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()
22:39:36:064STACK[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()
22:39:36:197STACK[AI0] Sync took 0.5008593 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:36:197STACK[AI0] [MainState] Start decision number 3 (state: OthersWantToEndTheTurn, turn: 4)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:36:231STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000188, Ticket: 00000131, [Empire1]
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()
22:39:36:264STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000189, Ticket: 00000132, [Empire3]
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()
22:39:36:301STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000018A, Ticket: 00000133, [Empire4]
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()
22:39:36:331STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000018B, Ticket: 00000134, [Empire5]
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()
22:39:36:433STACKTrying 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()
22:39:36:498STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000190, Ticket: 00000135
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()
22:39:36:532STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000191, Ticket: 00000136
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()
22:39:36:598STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000193, Ticket: 00000137
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()
22:39:36:698STACKTrying 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()
22:39:36:766STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000198, Ticket: 00000138
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()
22:39:36:865STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:End(System.Reflection.ParameterInfo) DiplomaticPressureEffect:RequestEnd() DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
22:39:37:032STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000199, Ticket: 00000139, [Empire1]
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()
22:39:37:066STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:End(System.Reflection.ParameterInfo) DiplomaticPressureEffect:RequestEnd() DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
22:39:37:099STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000019B, Ticket: 0000013B, [Empire3]
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()
22:39:37:099STACK[AI0] [MainState] We must finish the turn but 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()
22:39:37:133STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000019C, [Empire4], Entity index: 25
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:37:166STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000019D, Ticket: 0000013C, [Empire4]
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()
22:39:37:199STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000019E, Ticket: 0000013D, [Empire5]
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()
22:39:37:400STACK[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()
22:39:37:417STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:37:417STACK[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()
22:39:37:517STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:37:650STACKGameServerState_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()
22:39:37:650STACK[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()
22:39:37:801STACK[AI0] Sync took 0.4010413 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:37:801STACK[AI0] [MainState] Start decision number 4 (state: OthersWantToEndTheTurn, turn: 4)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:37:834STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000019F, Ticket: 0000013E, [Empire1]
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()
22:39:37:867STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001A0, Ticket: 0000013F, [Empire3]
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()
22:39:37:901STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001A1, Ticket: 00000140, [Empire4]
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()
22:39:37:934STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000001A2, Ticket: 00000141, [Empire5]
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()
22:39:38:552STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001A3, Ticket: 00000142
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()
22:39:38:635STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000001A4, Ticket: 00000143, [Empire2]: root.reserved Toward Empire#4 because EmpireMet
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:38:703STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000001A6, Ticket: 00000145, [Empire4]: root.reserved Toward Empire#2 because EmpireMet
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:38:820STACK[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()
22:39:38:836STACKGameServerState_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()
22:39:38:836STACK[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()
22:39:39:471STACK[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()
22:39:39:571STACKGameClientState_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()
22:39:39:621STACKGameServerState_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()
22:39:39:621STACK[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()
22:39:39:637STACKGameClientState_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()
22:39:39:655STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:39:705STACKGameServerState_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()
22:39:39:941STACKCould not retrieve ShipDesign 'MFAdvancedSmallAttackWeak'
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()
22:39:40:023STACKGameServerState_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()
22:39:40:023STACKGameClientState_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()
22:39:40:056STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.78 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.17 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 46.00
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()
22:39:40:139STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.20 Politics02 = 0.66 Politics03 = 0.03 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 30.50
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()
22:39:40:139STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...
DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:40:139STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...
DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffectContext:Dispose() DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:40:239STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.00 Politics02 = 0.33 Politics03 = 0.25 Politics04 = 0.00 Politics05 = 0.42 Politics06 = 0.00 Politics00 = 0.00 TOTAL_SCORE = 12.00
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()
22:39:40:289STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.00 Politics02 = 0.74 Politics03 = 0.16 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 21.50
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()
22:39:40:289STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...
DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:40:289STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...
DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffectContext:Dispose() DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:40:356STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.03 Politics02 = 0.74 Politics03 = 0.05 Politics04 = 0.00 Politics05 = 0.15 Politics06 = 0.03 Politics00 = 0.00 TOTAL_SCORE = 78.00
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()
22:39:40:456STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.15 Politics02 = 0.74 Politics03 = 0.02 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 40.50
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()
22:39:40:908STACKGameClientState_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()
22:39:40:908STACK[ChatMessage] RECV: l:/_turn/5 (from 0x2c8067e).
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()
22:39:40:960STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000001A8, [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()
22:39:40:960STACKTrying 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()
22:39:40:991STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000001A9, [Empire4]
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()
22:39:40:991STACKTrying 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()
22:39:41:124STACKGameServerState_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()
22:39:41:225STACKGameServerState_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()
22:39:41:241STACKGameClientState_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()
22:39:41:258STACKGameClientState_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()
22:39:41:258STACKGameClientState_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()
22:39:41:258STACKOrder 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()
22:39:41:292STACKSynchronization 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()
22:39:41:292STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:39:41:772STACKGameServerState_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()
22:39:41:772STACK[ChatMessage] RECV: l:/_turn/5 (from 0x2c8067e).
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()
22:39:41:782STACKGameServerState_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()
22:39:41:782STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:41:782STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2c8067e).
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()
22:39:41:793STACKGameServerState_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()
22:39:41:809STACKTrying 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()
22:39:41:842STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001AD, [Empire6], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:41:910STACKTrying 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()
22:39:41:943STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001B0, [Empire7], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:010STACKTrying 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()
22:39:42:043STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001B3, [Empire8], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:110STACKTrying 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()
22:39:42:143STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001B6, [Empire9], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:209STACKTrying 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()
22:39:42:243STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001B9, [Empire10], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:309STACKTrying 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()
22:39:42:343STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001BC, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:410STACKTrying 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()
22:39:42:443STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001BF, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:511STACKTrying 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()
22:39:42:543STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001C2, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:610STACKTrying 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()
22:39:42:643STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001C5, [Empire14], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:711STACKTrying 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()
22:39:42:744STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001C8, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:812STACKTrying 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()
22:39:42:844STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001CB, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:42:922STACKTrying 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()
22:39:42:945STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#000001CE, [Empire17], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:39:43:029STACKGameServerState_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()
22:39:43:029STACK[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()
22:39:43:179STACK[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()
22:39:43:479STACK[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()
22:39:43:496STACKEnd 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()
22:39:43:516STACKGameClientState_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()
22:39:43:580STACK[AI0] Sync took 0.4017237 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:43:580STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 5)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:44:133STACKGameClientState_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()
22:39:44:180STACKGameServerState_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()
22:39:44:181STACK[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()
22:39:44:197STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001D0, Ticket: 00000147
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()
22:39:44:230STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001D1, Ticket: 00000148
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()
22:39:44:263STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001D2, Ticket: 00000149
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()
22:39:44:297STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000001D3, Ticket: 0000014A
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()
22:39:44:330STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000001D4, Ticket: 0000014B
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()
22:39:44:632STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001DD, [Empire1], Entity index: 33
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:44:798STACK[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()
22:39:45:120STACKEntering 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()
22:39:45:137STACKEntering 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()
22:39:45:550STACKEntering 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()
22:39:45:566STACKEntering 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()
22:39:45:566STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001F8, Ticket: 0000016E, [Empire2], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment3, ConstructionGameEntityGUID: 1335, 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()
22:39:45:700STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000001FC, Ticket: 00000172, [Empire5], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 1340, 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()
22:39:45:801STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000001FF, [Empire3], Entity index: 18
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:45:817STACKEntering 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()
22:39:45:834STACKEntering 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()
22:39:46:201STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000203, [Empire5], Entity index: 36
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:47:002STACK[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()
22:39:47:019STACKGameServerState_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()
22:39:47:119STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:47:170STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:47:253STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:47:353STACKGameServerState_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()
22:39:47:487STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:47:603STACK[AI0] Sync took 0.6015133 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:47:603STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 5)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:48:121STACK[AI0] Encounter 1334 : 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)
22:39:48:382STACK[Order] OrderColonizeWithDust::DepartmentOfTheInterior/OrderColonizeWithDust#00000206, Ticket: 0000017A, [Empire3], PlanetGUID: 445, FleetGUID: 0, ColonyShipGUID: 0, HangarGUID: 1342, ColonizedStarsystemGUID: 1341, ColonizedPlanetGUID: 1343, PropagandaGUID: 1344, MoneyCost: 200.3633
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfTheInterior+c__Iterator21E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:48:382STACK[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) DepartmentOfTheInterior+c__Iterator21E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:48:382STACKTrying 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) DepartmentOfTheInterior+ c__Iterator21E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:48:383STACKCannot 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) ColonizedPlanet:Load(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+c__Iterator21E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:48:383STACKCannot 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) ColonizedPlanet:Load(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+c__Iterator21E:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:48:383STACK[PopulationEvent] ColonizedStarSystem.AddPopulation() => newPopulationCreated
ColonizedStarSystem:AddPopulation(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfTheInterior+c__Iterator220:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:48:406STACK[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()
22:39:48:473STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#00000209, Ticket: 0000017B, [Empire4]
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()
22:39:50:613STACK[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()
22:39:50:630STACKGameServerState_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()
22:39:50:727STACKGameServerState_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()
22:39:50:727STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000020D, Ticket: 0000017E
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()
22:39:50:861STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:51:011STACK[AI0] Sync took 0.4007107 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:51:011STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 5)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:51:111STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#00000210, Ticket: 00000181, [Empire4]
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()
22:39:51:295STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000215, Ticket: 00000185
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()
22:39:51:846STACK[AI0] Encounter 1334 : 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)
22:39:52:132STACK[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()
22:39:52:163STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#0000021B, Ticket: 0000018A, [Empire4]
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()
22:39:52:226STACKBegin encounter simulation ignition 10696
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()
22:39:52:434STACKBegin encounter simulation ignition 10698
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()
22:39:52:434STACKEnd encounter simulation ignition 10698
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()
22:39:52:644STACKEnd encounter simulation ignition 10700
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()
22:39:52:645STACKEntering 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()
22:39:52:665STACKEntering 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()
22:39:52:715STACKEntering 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()
22:39:52:715STACKEntering 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()
22:39:52:782STACKEntering 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()
22:39:52:782STACKEntering 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()
22:39:52:830STACKEntering 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()
22:39:52:881STACKEntering 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()
22:39:53:015STACKEntering 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()
22:39:53:032STACKEntering 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()
22:39:53:032STACKEntering 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()
22:39:53:081STACKEntering 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()
22:39:53:099STACKEntering 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()
22:39:53:165STACKEntering 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()
22:39:53:166STACKEntering 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()
22:39:53:232STACKEntering 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()
22:39:53:466STACKEntering 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()
22:39:53:482STACKEntering 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()
22:39:53:482STACKEntering 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()
22:39:53:549STACKEntering 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()
22:39:53:599STACKEntering 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()
22:39:53:616STACKEntering 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()
22:39:53:616STACKEntering 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()
22:39:53:682STACKEntering 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()
22:39:53:917STACKEntering 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()
22:39:53:933STACKEntering 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()
22:39:53:934STACKEntering 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()
22:39:54:000STACKEntering 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()
22:39:54:050STACKEntering 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()
22:39:54:067STACKEntering 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()
22:39:54:067STACKEntering 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()
22:39:54:133STACKEntering 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()
22:39:54:167STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000241, Ticket: 000001B0
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()
22:39:54:301STACKEntering 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()
22:39:54:318STACKEntering 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()
22:39:54:318STACKEntering 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()
22:39:54:350STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:54:367STACKGameServerState_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()
22:39:54:367STACKEntering 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()
22:39:54:384STACKEntering 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()
22:39:54:450STACKEntering 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()
22:39:54:451STACKEntering 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()
22:39:54:501STACKEntering 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()
22:39:54:518STACKEntering 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()
22:39:54:584STACKEntering 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()
22:39:54:585STACKEntering 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()
22:39:54:634STACKEntering 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()
22:39:54:651STACKEntering 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()
22:39:54:651STACKEntering 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()
22:39:54:718STACKEntering 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()
22:39:54:718STACKEntering 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()
22:39:54:785STACKEntering 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()
22:39:54:785STACKEntering 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()
22:39:54:852STACKEntering 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()
22:39:54:852STACKEntering 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()
22:39:54:918STACKEntering 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()
22:39:54:986STACKEntering 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()
22:39:54:986STACKEntering 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()
22:39:55:086STACKEntering 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()
22:39:55:219STACKGameServerState_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()
22:39:55:553STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:55:654STACK[AI0] Sync took 1.3016404 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:55:654STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 5)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:55:654STACK[AI0] Cancel Fleet mission without fleet Gameplay Fleet Mission 1313 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)
22:39:55:654STACK[AI0] TaskFailed Gameplay Fleet Mission 1313/ 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)
22:39:55:787STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#0000025F, Ticket: 000001CC, [Empire4]
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()
22:39:56:354STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:58:559STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:58:576STACKGameServerState_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()
22:39:58:676STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:58:793STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:39:58:809STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000263, Ticket: 000001CF
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()
22:39:58:843STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000264, 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()
22:39:58:960STACK[AI0] Sync took 0.4010263 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:58:960STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 5)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:39:59:662STACK[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()
22:40:00:646STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000267, [Empire4], Entity index: 30
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:01:865STACK[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()
22:40:01:882STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:01:982STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:02:099STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:02:266STACK[AI0] Sync took 0.4006995 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:02:266STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 5)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:02:968STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:05:172STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:05:189STACKGameServerState_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()
22:40:05:289STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:05:406STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:05:574STACK[AI0] Sync took 0.4009141 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:05:574STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 5)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:06:274STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:08:479STACK[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()
22:40:08:495STACKGameServerState_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()
22:40:08:595STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:08:913STACKGameServerState_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()
22:40:08:963STACKGameClientState_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()
22:40:08:997STACK[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()
22:40:09:047STACK[AI0] Sync took 0.5711527 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:09:047STACK[AI0] [MainState] Start decision number 8 (state: OthersWantToEndTheTurn, turn: 5)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:09:851STACK[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()
22:40:09:883STACKGameServerState_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()
22:40:09:883STACK[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()
22:40:09:935STACK[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()
22:40:10:034STACKGameClientState_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()
22:40:10:082STACKDisposing ServerEncounter 1333
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()
22:40:10:082STACKDisposing ServerEncounter 1334
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()
22:40:10:082STACKGameServerState_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()
22:40:10:082STACK[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()
22:40:10:099STACKGameClientState_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()
22:40:10:116STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:10:165STACKGameServerState_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()
22:40:10:733STACK[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()
22:40:10:863STACKGameServerState_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()
22:40:10:863STACKGameClientState_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()
22:40:10:923STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.78 Politics03 = 0.00 Politics04 = 0.00 Politics05 = 0.17 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 46.00
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()
22:40:11:128STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.18 Politics02 = 0.68 Politics03 = 0.03 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.11 Politics00 = 0.00 TOTAL_SCORE = 32.50
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()
22:40:11:287STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.00 Politics02 = 0.27 Politics03 = 0.20 Politics04 = 0.00 Politics05 = 0.39 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 20.50
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()
22:40:11:380STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Libra I
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
22:40:11:397STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.07 Politics02 = 0.75 Politics03 = 0.12 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.07 Politics00 = 0.00 TOTAL_SCORE = 29.50
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()
22:40:11:478STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.02 Politics02 = 0.74 Politics03 = 0.07 Politics04 = 0.00 Politics05 = 0.15 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 87.00
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()
22:40:11:578STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.14 Politics02 = 0.69 Politics03 = 0.05 Politics04 = 0.05 Politics05 = 0.00 Politics06 = 0.08 Politics00 = 0.00 TOTAL_SCORE = 43.50
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()
22:40:12:185STACKGameClientState_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()
22:40:12:185STACK[ChatMessage] RECV: l:/_turn/6 (from 0x2c8067e).
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()
22:40:12:251STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#0000026C, [Empire5]
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()
22:40:12:251STACKTrying 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()
22:40:12:319STACKGameServerState_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()
22:40:12:420STACKGameServerState_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()
22:40:12:436STACKGameClientState_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()
22:40:12:453STACKGameClientState_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()
22:40:12:453STACKGameClientState_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()
22:40:12:453STACKOrder 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()
22:40:12:487STACKSynchronization 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()
22:40:12:487STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:40:12:788STACKGameServerState_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()
22:40:12:788STACK[ChatMessage] RECV: l:/_turn/6 (from 0x2c8067e).
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()
22:40:12:795STACKGameServerState_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()
22:40:12:795STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:12:796STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2c8067e).
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()
22:40:12:821STACKGameServerState_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()
22:40:12:904STACKGameServerState_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()
22:40:12:904STACK[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()
22:40:13:238STACK[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()
22:40:13:538STACK[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()
22:40:13:555STACKEnd 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()
22:40:13:577STACKGameClientState_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()
22:40:13:639STACK[AI0] Sync took 0.4012681 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:13:639STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 6)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:14:408STACKGameClientState_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()
22:40:14:457STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:14:457STACK[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()
22:40:14:457STACK[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()
22:40:14:474STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000026E, Ticket: 000001D5
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()
22:40:14:507STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000026F, Ticket: 000001D6
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()
22:40:15:275STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000286, Ticket: 000001ED, [Empire1], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 1351, 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()
22:40:15:309STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000287, Ticket: 000001EE, [Empire3], ConstructibleElementName: TechnologyDefinitionMilitary5, ConstructionGameEntityGUID: 1352, 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()
22:40:15:342STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000288, Ticket: 000001EF, [Empire4], ConstructibleElementName: TechnologyDefinitionEmpireDevelopment1, ConstructionGameEntityGUID: 1353, 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()
22:40:15:411STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000028A, Ticket: 000001F1, [Empire5], ShipGUIDs: 1273 , Position: NodeIndex:21, FleetGUID: 1356
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()
22:40:15:411STACKTrying 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()
22:40:15:660STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:End(System.Reflection.ParameterInfo) DiplomaticPressureEffect:RequestEnd() DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) ColonizedStarSystem:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
22:40:15:676STACKEntering 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()
22:40:16:006STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:End(System.Reflection.ParameterInfo) DiplomaticPressureEffect:RequestEnd() DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
22:40:16:145STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000029B, [Empire1], Entity index: 41
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:16:178STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000029C, [Empire2], Entity index: 37
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:16:246STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000029E, [Empire19], Entity index: 28
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:16:262STACKEntering 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()
22:40:16:278STACKEntering 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()
22:40:16:278STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000029F, [Empire19], Entity index: 33
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:16:312STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002A0, [Empire5], Entity index: 43
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:16:378STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002A2, [Empire19], Entity index: 30
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:16:545STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002A3, [Empire4], Entity index: 35
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:16:662STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:16:679STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:16:779STACKGameServerState_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()
22:40:16:914STACKGameServerState_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()
22:40:17:063STACK[AI0] Sync took 0.4020938 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:17:063STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 6)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:17:714STACK[AI0] Encounter 1350 : 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)
22:40:17:898STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000002A4, Ticket: 00000204
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()
22:40:17:931STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002A5, Ticket: 00000205
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()
22:40:17:965STACK[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()
22:40:18:099STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000002AA, Ticket: 0000020A, [Empire5]: root.reserved Toward Empire#0 because EmpireMet
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:20:169STACK[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()
22:40:20:185STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:20:286STACKGameServerState_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()
22:40:20:420STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:20:570STACK[AI0] Sync took 0.4021625 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:20:570STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 6)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:21:121STACK[Order] OrderBeginQuest::GameServer/OrderBeginQuest#000002B8, Ticket: 00000217
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()
22:40:21:154STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002B9, Ticket: 00000218
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()
22:40:21:188STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002BA, Ticket: 00000219
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()
22:40:21:205STACK[AI0] Encounter 1350 : 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)
22:40:21:221STACK[Order] OrderCompleteQuest::GameServer/OrderCompleteQuest#000002BB, Ticket: 0000021A
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()
22:40:21:455STACKBegin encounter simulation ignition 12344
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()
22:40:21:471STACK[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()
22:40:21:679STACKEnd encounter simulation ignition 12346
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()
22:40:21:705STACKEntering 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()
22:40:21:705STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000002BE, Ticket: 0000021D, [Empire5]
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()
22:40:21:839STACKEntering 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()
22:40:21:839STACKEntering 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()
22:40:21:906STACKEntering 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()
22:40:22:106STACKEntering 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()
22:40:22:122STACKEntering 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()
22:40:22:122STACKEntering 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()
22:40:22:189STACKEntering 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()
22:40:22:557STACKEntering 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()
22:40:22:574STACKEntering 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()
22:40:22:574STACKEntering 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()
22:40:22:640STACKEntering 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()
22:40:23:008STACKEntering 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()
22:40:23:024STACKEntering 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()
22:40:23:024STACKEntering 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()
22:40:23:091STACKEntering 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()
22:40:23:241STACKEntering 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()
22:40:23:258STACKEntering 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()
22:40:23:258STACKEntering 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()
22:40:23:325STACKEntering 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()
22:40:23:442STACKEntering 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()
22:40:23:459STACKEntering 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()
22:40:23:459STACKEntering state ServerEncounterState_WaitForContendersState: ReadyForReport
ServerEncounterState:Begin(System.Reflection.ParameterInfo) ServerEncounterState_WaitForContendersState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() ServerEncounter:Update() GameServerState_Turn_Main:UpdateEncounters() GameServerState_Turn_Main:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:23:492STACKEntering 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()
22:40:23:492STACKEntering 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()
22:40:23:592STACKEntering 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()
22:40:23:592STACKEntering 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()
22:40:23:659STACKEntering 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()
22:40:23:692STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:23:709STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:23:809STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:23:943STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:24:093STACK[AI0] Sync took 0.4010388 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:24:093STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 6)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:24:093STACK[AI0] Cancel Fleet mission without fleet Leech System 49
Amplitude.AI.Core.Brain.FleetMissions.BaseFleetMission:set_Status(System.Reflection.ParameterInfo) Amplitude.AI.Core.Brain.FleetMissions.FleetMission_Leech: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)
22:40:24:093STACK[AI0] TaskFailed Leech System/ 49
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)
22:40:24:193STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000002E1, Ticket: 0000023F, [Empire5]
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()
22:40:24:293STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002E4, Ticket: 00000241
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()
22:40:24:895STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:24:928STACK[Order] OrderPrepareQuestChoice::DepartmentOfInternalAffairs/OrderPrepareQuestChoice#000002E5, Ticket: 00000242, [Empire5]
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()
22:40:27:098STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:27:115STACKGameServerState_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()
22:40:27:182STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002E6, Ticket: 00000243
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()
22:40:27:299STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:27:416STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:27:600STACK[AI0] Sync took 0.5008403 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:27:600STACK[AI0] [MainState] Start decision number 5 (state: Main, turn: 6)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:27:633STACK[Order] OrderValidateQuestChoice::DepartmentOfInternalAffairs/OrderValidateQuestChoice#000002E7, Ticket: 00000244, [Empire5]
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()
22:40:28:301STACK[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()
22:40:30:509STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:30:526STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:30:622STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:30:740STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:30:907STACK[AI0] Sync took 0.4013837 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:30:907STACK[AI0] [MainState] Start decision number 6 (state: Main, turn: 6)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:31:608STACK[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()
22:40:33:812STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:33:829STACKGameServerState_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()
22:40:33:929STACKGameServerState_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()
22:40:34:046STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:34:213STACK[AI0] Sync took 0.4010948 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:34:213STACK[AI0] [MainState] Start decision number 7 (state: Main, turn: 6)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:34:918STACK[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()
22:40:36:568STACKGameClientState_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()
22:40:36:601STACK[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()
22:40:36:719STACK[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()
22:40:36:752STACKGameServerState_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()
22:40:36:752STACK[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()
22:40:38:204STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000002EC, [Empire3], Entity index: 23
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:38:221STACK[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()
22:40:38:323STACKGameClientState_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()
22:40:38:372STACKDisposing ServerEncounter 1350
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()
22:40:38:372STACKGameServerState_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()
22:40:38:372STACK[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()
22:40:38:388STACKGameClientState_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()
22:40:38:405STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:38:455STACKGameServerState_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()
22:40:39:006STACKGameServerState_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()
22:40:39:006STACKGameClientState_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()
22:40:39:006STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...
DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:39:006STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...
DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffectContext:Dispose() DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:39:073STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.76 Politics03 = 0.04 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 49.00
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()
22:40:39:189STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.17 Politics02 = 0.62 Politics03 = 0.06 Politics04 = 0.06 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 35.50
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()
22:40:39:257STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.00 Politics02 = 0.25 Politics03 = 0.19 Politics04 = 0.00 Politics05 = 0.38 Politics06 = 0.19 Politics00 = 0.00 TOTAL_SCORE = 26.50
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()
22:40:39:323STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.06 Politics02 = 0.69 Politics03 = 0.11 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.14 Politics00 = 0.00 TOTAL_SCORE = 32.00
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()
22:40:39:373STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.02 Politics02 = 0.74 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.15 Politics06 = 0.02 Politics00 = 0.00 TOTAL_SCORE = 93.00
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()
22:40:39:373STACK[Diplo] Disposing DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown...
DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:39:374STACK[Diplo] Disposing DiplomaticPressureEffectContext_DiplomaticRelationState...
DiplomaticPressureEffectContext:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffectContext:Dispose() DiplomaticPressureEffect:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect_DiplomaticRelationState:Dispose(System.Reflection.ParameterInfo) DiplomaticPressureEffect:Dispose() DepartmentOfForeignAffairs+c__Iterator1CB:MoveNext() Amplitude.Coroutine:Run() GameClientState_Turn_End:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:39:507STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.11 Politics02 = 0.61 Politics03 = 0.13 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.10 Politics00 = 0.00 TOTAL_SCORE = 52.50
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()
22:40:40:125STACKGameClientState_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()
22:40:40:125STACKDisposing Encounter 1333
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()
22:40:40:125STACKDisposing Encounter 1334
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()
22:40:40:125STACK[ChatMessage] RECV: l:/_turn/7 (from 0x2c8067e).
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()
22:40:40:175STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002ED, [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()
22:40:40:175STACKTrying 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()
22:40:40:209STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002EE, [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()
22:40:40:209STACKTrying 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()
22:40:40:241STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#000002EF, [Empire4]
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()
22:40:40:241STACKTrying 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()
22:40:40:428STACKGameServerState_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()
22:40:40:528STACKGameServerState_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()
22:40:40:545STACKGameClientState_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()
22:40:40:559STACKGameClientState_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()
22:40:40:559STACKGameClientState_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()
22:40:40:559STACKOrder 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()
22:40:40:593STACKSynchronization 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()
22:40:40:593STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:40:41:096STACKGameServerState_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()
22:40:41:096STACK[ChatMessage] RECV: l:/_turn/7 (from 0x2c8067e).
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()
22:40:41:103STACKGameServerState_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()
22:40:41:103STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:41:103STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2c8067e).
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()
22:40:41:112STACKGameServerState_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()
22:40:41:193STACKGameServerState_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()
22:40:41:193STACK[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()
22:40:41:377STACK[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()
22:40:41:878STACK[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()
22:40:41:894STACKEnd 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()
22:40:41:914STACKGameClientState_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()
22:40:41:978STACK[AI0] Sync took 0.601401 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:41:978STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 7)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:42:793STACKGameClientState_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()
22:40:42:830STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:42:830STACK[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()
22:40:42:846STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002F3, Ticket: 00000248
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()
22:40:42:880STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#000002F4, Ticket: 00000249
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()
22:40:42:880STACK[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()
22:40:43:783STACK[Order] OrderTransferShips::DepartmentOfDefense/OrderTransferShips#0000030F, Ticket: 00000263, [Empire1], ShipGUIDs: 1259 , Position: NodeIndex:18, FleetGUID: 1369
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()
22:40:43:783STACKTrying 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()
22:40:43:815STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#00000310, Ticket: 00000264, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration3, ConstructionGameEntityGUID: 1370, 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()
22:40:44:099STACK[Empire 4] 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()
22:40:44:099STACKGoToFleetAction #40: 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()
22:40:44:283STACKEntering 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()
22:40:44:584STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000327, [Empire1], Entity index: 50
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:617STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000328, [Empire1], Entity index: 51
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:650STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000329, [Empire5], Entity index: 54
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:684STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000032A, [Empire19], Entity index: 50
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:750STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000032C, [Empire19], Entity index: 51
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:767STACKEntering 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()
22:40:44:784STACKEntering 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()
22:40:44:818STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000032E, [Empire19], Entity index: 54
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:851STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#0000032F, [Empire19], Entity index: 55
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:918STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000331, [Empire19], Entity index: 59
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:951STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000332, [Empire19], Entity index: 58
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:985STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000333, [Empire2], Entity index: 42
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:44:985STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:45:001STACKGameServerState_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()
22:40:45:018STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000334, [Empire3], Entity index: 31
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:45:085STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000336, [Empire5], Entity index: 55
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:45:185STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:45:235STACKGameServerState_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()
22:40:45:318STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:45:419STACKGameServerState_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()
22:40:45:536STACKGameServerState_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()
22:40:45:686STACK[AI0] Sync took 0.7020264 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:45:686STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 7)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:46:587STACK[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()
22:40:48:795STACK[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()
22:40:48:809STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:48:909STACKGameServerState_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()
22:40:49:026STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:49:209STACK[AI0] Sync took 0.4013667 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:49:209STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 7)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:49:610STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000034D, Ticket: 00000294
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()
22:40:50:012STACK[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()
22:40:50:095STACKBegin encounter simulation ignition 14019
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()
22:40:50:321STACKEnd encounter simulation ignition 14021
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()
22:40:50:345STACKEntering 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()
22:40:50:412STACKEntering 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()
22:40:50:412STACKEntering 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()
22:40:50:462STACKEntering 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()
22:40:50:496STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000354, [Empire1], Entity index: 54
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:50:663STACKEntering 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()
22:40:50:680STACKEntering 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()
22:40:50:680STACKEntering 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()
22:40:50:746STACKEntering 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()
22:40:51:114STACKEntering 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()
22:40:51:130STACKEntering 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()
22:40:51:130STACKEntering 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()
22:40:51:197STACKEntering 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()
22:40:51:564STACKEntering 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()
22:40:51:581STACKEntering 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()
22:40:51:582STACKEntering 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()
22:40:51:648STACKEntering 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()
22:40:52:015STACKEntering 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()
22:40:52:032STACKEntering 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()
22:40:52:032STACKEntering 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()
22:40:52:099STACKEntering 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()
22:40:52:216STACKEntering 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()
22:40:52:234STACKEntering 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()
22:40:52:234STACKEntering 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()
22:40:52:234STACK[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()
22:40:52:249STACKGameServerState_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()
22:40:52:266STACKEntering 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()
22:40:52:266STACKEntering 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()
22:40:52:366STACKEntering 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()
22:40:52:366STACKEntering 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()
22:40:52:432STACKEntering 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()
22:40:52:517STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:52:634STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:52:734STACK[AI0] Sync took 0.5011858 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:52:734STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 7)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:53:435STACK[AI0] [MainState] AI actuators have not finished to run.
Amplitude.AI.Core.AIMainStates.MainState_Main:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:40:53:602STACKGameClientState_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()
22:40:53:635STACK[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()
22:40:53:736STACK[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()
22:40:53:769STACKGameServerState_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()
22:40:53:769STACK[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()
22:40:58:261STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#00000375, [Empire4], Entity index: 43
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:58:311STACK[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()
22:40:58:571STACKUnload material GasSilicatePlanetMat
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()
22:40:58:571STACKUnload material GasAmmoniaPlanetMat
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()
22:40:58:571STACKUnload material GasIcePlanetMat
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()
22:40:59:182STACKGameClientState_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()
22:40:59:303STACKDisposing ServerEncounter 1366
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()
22:40:59:303STACKGameServerState_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()
22:40:59:303STACK[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()
22:40:59:331STACKGameClientState_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()
22:40:59:359STACKGameClientState_Turn_ElectionsFinished
GameClientState:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:40:59:418STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 0/Qarius I
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
22:40:59:418STACKGameServerState_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()
22:41:00:003STACKGameServerState_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()
22:41:00:003STACKGameClientState_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()
22:41:00:053STACK[SenateV2] (PopulationPoliticsSupport) Empire#0 Politics01 = 0.00 Politics02 = 0.76 Politics03 = 0.04 Politics04 = 0.00 Politics05 = 0.16 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 49.00
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()
22:41:00:186STACK[SenateV2] (PopulationPoliticsSupport) Empire#1 Politics01 = 0.16 Politics02 = 0.64 Politics03 = 0.05 Politics04 = 0.05 Politics05 = 0.00 Politics06 = 0.09 Politics00 = 0.00 TOTAL_SCORE = 37.50
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()
22:41:00:253STACK[SenateV2] (PopulationPoliticsSupport) Empire#2 Politics01 = 0.00 Politics02 = 0.26 Politics03 = 0.19 Politics04 = 0.00 Politics05 = 0.37 Politics06 = 0.19 Politics00 = 0.00 TOTAL_SCORE = 27.00
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()
22:41:00:370STACK[SenateV2] (PopulationPoliticsSupport) Empire#3 Politics01 = 0.06 Politics02 = 0.62 Politics03 = 0.17 Politics04 = 0.00 Politics05 = 0.00 Politics06 = 0.15 Politics00 = 0.00 TOTAL_SCORE = 35.50
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()
22:41:00:437STACK[SenateV2] (PopulationPoliticsSupport) Empire#4 Politics01 = 0.02 Politics02 = 0.73 Politics03 = 0.06 Politics04 = 0.00 Politics05 = 0.15 Politics06 = 0.04 Politics00 = 0.00 TOTAL_SCORE = 101.00
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()
22:41:00:537STACK[SenateV2] (PopulationPoliticsSupport) Empire#5 Politics01 = 0.11 Politics02 = 0.57 Politics03 = 0.17 Politics04 = 0.04 Politics05 = 0.00 Politics06 = 0.12 Politics00 = 0.00 TOTAL_SCORE = 56.00
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()
22:41:01:155STACKGameClientState_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()
22:41:01:155STACKDisposing Encounter 1350
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()
22:41:01:155STACK[ChatMessage] RECV: l:/_turn/8 (from 0x2c8067e).
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()
22:41:01:208STACK[Order] OrderSendAutomatedShip::DeparmentOfLabour/OrderSendAutomatedShip#00000376, [Empire5]
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()
22:41:01:208STACKTrying 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()
22:41:01:289STACKGameServerState_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()
22:41:01:389STACKGameServerState_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()
22:41:01:405STACKGameClientState_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()
22:41:01:422STACKGameClientState_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()
22:41:01:422STACKGameClientState_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()
22:41:01:422STACKOrder 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()
22:41:01:456STACKSynchronization 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()
22:41:01:456STACK[ChatMessage] RECV: l:/_gamesyncstate/Synchronized (from 0x2c8067e).
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()
22:41:01:757STACKGameServerState_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()
22:41:01:757STACK[ChatMessage] RECV: l:/_turn/8 (from 0x2c8067e).
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()
22:41:01:770STACKGameServerState_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()
22:41:01:770STACKTransition is synced.
GameServerState_Transition:Run() Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:01:770STACK[ChatMessage] RECV: l:/_playerintransition/False (from 0x2c8067e).
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()
22:41:01:793STACKGameServerState_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()
22:41:01:803STACK[Order] OrderChangeDiplomaticRelationState::GameClient/OrderChangeDiplomaticRelationState#00000378, initiator empire index: 8, target empire index: 3, 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()
22:41:01:841STACKTrying 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()
22:41:01:874STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000037A, [Empire10], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:41:01:940STACKTrying 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()
22:41:01:973STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000037D, [Empire11], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:41:02:040STACKTrying 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()
22:41:02:073STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000380, [Empire12], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:41:02:140STACKTrying 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()
22:41:02:173STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000383, [Empire13], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:41:02:240STACKTrying 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()
22:41:02:273STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000386, [Empire15], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:41:02:340STACKTrying 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()
22:41:02:374STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#00000389, [Empire16], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:41:02:441STACKTrying 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()
22:41:02:474STACK[Order] OrderTransferResource::DepartmentOfTheTreasury/OrderTransferResource#0000038C, [Empire17], ContextGUID: 0, ResourceName: MinorEmpireShipMoney, Amount: -189
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()
22:41:02:557STACKGameServerState_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()
22:41:02:557STACK[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()
22:41:02:723STACK[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()
22:41:03:024STACK[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()
22:41:03:041STACKEnd 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()
22:41:03:059STACKGameClientState_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()
22:41:03:124STACK[AI0] Sync took 0.4010594 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:41:03:124STACK[AI0] [MainState] Start decision number 1 (state: BeginTurn, turn: 8)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:41:04:127STACKGameClientState_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()
22:41:04:177STACKGameServerState_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()
22:41:04:177STACK[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()
22:41:04:193STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#0000038E, Ticket: 000002BA
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()
22:41:04:261STACK[Order] OrderUpdateQuests::GameServer/OrderUpdateQuests#00000390, Ticket: 000002BB
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()
22:41:04:261STACK[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()
22:41:04:277STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : null
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
22:41:04:359STACKGalaxyViewLevel_SystemDiscovery : OnFocusedPlanetChanged : Planet 1/Qarius II
GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetChanged(System.Reflection.ParameterInfo) GalaxyViewLevel_SystemDiscovery:OnFocusedPlanetIndexChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiscoveryRenderer:Update()
22:41:05:329STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000003B0, Ticket: 000002DB, [Empire2], ConstructibleElementName: TechnologyDefinitionScienceAndExploration8, ConstructionGameEntityGUID: 1398, 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()
22:41:05:429STACK[Order] OrderQueueResearch::DepartmentOfScience/OrderQueueResearch#000003B3, Ticket: 000002DE, [Empire4], ConstructibleElementName: TechnologyDefinitionEconomyAndTrade5, ConstructionGameEntityGUID: 1400, 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()
22:41:05:681STACK[Empire 5] 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()
22:41:05:681STACKGoToFleetAction #64: 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()
22:41:05:984STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:End(System.Reflection.ParameterInfo) DiplomaticPressureEffect:RequestEnd() DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
22:41:05:984STACK[Diplo] DiplomaticPressureEffect_DiplomaticRelationState/PressureUnknown -> Ended.
DiplomaticPressureEffect:ChangeState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DiplomaticPressureEffect:End(System.Reflection.ParameterInfo) DiplomaticPressureEffect:RequestEnd() DiplomaticPressureEffect_DiplomaticRelationState:DepartmentOfForeignAffairs_DiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnDiplomaticRelationStateChange(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:SetDiplomaticRelationState(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireMet(System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:OnEmpireSeen(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) DepartmentOfForeignAffairs:EventService_EventRaised(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) Amplitude.Unity.Event.EventManager:Notify(System.Reflection.ParameterInfo) Fleet:Visibility_OnLayerChanged(System.Reflection.ParameterInfo, System.Reflection.ParameterInfo) EntityVisibility:PostRefreshVisibility(System.Reflection.ParameterInfo) VisibilityController:RefreshVisibility() VisibilityController:Update()
22:41:06:032STACKEntering 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()
22:41:06:265STACK[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()
22:41:06:281STACKGameServerState_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()
22:41:06:364STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003CF, [Empire5], Entity index: 63
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:06:398STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003D0, [Empire19], Entity index: 84
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:06:432STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003D1, [Empire19], Entity index: 85
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:06:464STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003D2, [Empire19], Entity index: 88
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:06:498STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003D3, [Empire19], Entity index: 89
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:06:564STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003D5, [Empire1], Entity index: 65
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:06:582STACKEntering 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()
22:41:06:582STACK[Empire 11] OrderEntityAction preprocessing failed because SiegeStarSystemActionDefinition 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()
22:41:06:598STACKEntering 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()
22:41:06:715STACKGameServerState_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()
22:41:06:843STACKGameServerState_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()
22:41:06:861STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003D7, [Empire1], Entity index: 64
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:06:961STACK[AI0] Sync took 0.7017328 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:41:06:962STACK[AI0] [MainState] Start decision number 2 (state: Main, turn: 8)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:41:07:262STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003D8, [Empire1], Entity index: 66
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:07:796STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000003D9, Ticket: 000002FB, [Empire1]: root.reserved Toward Empire#5 because EmpireMet
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:07:863STACK[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()
22:41:08:013STACK[Order] OrderUpdateAttitude::DepartmentOfForeignAffairs/OrderUpdateAttitude#000003DD, Ticket: 000002FF, [Empire5]: root.reserved Toward Empire#1 because EmpireMet
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfForeignAffairs+c__Iterator1CA:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:10:084STACK[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()
22:41:10:100STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:10:200STACKGameServerState_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()
22:41:10:352STACKGameServerState_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()
22:41:10:485STACK[AI0] Sync took 0.4011564 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:41:10:485STACK[AI0] [MainState] Start decision number 3 (state: Main, turn: 8)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:41:11:286STACK[Order] OrderTerminateEntityAction::DepartmentOfLabour/OrderEndEntityAction#000003EB, [Empire4], Entity index: 47
Amplitude.Unity.Game.Orders.Order:Log() DepartmentOfLabour+c__Iterator1F4:MoveNext() Amplitude.Coroutine:Run() GameClient:ProcessOrders() GameInterface:UpdateMessageBoxAndProcessOrders() GameClient:UpdateMessageBoxAndProcessOrders() GameInterface:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:11:286STACK[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()
22:41:11:403STACKBegin encounter simulation ignition 15203
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()
22:41:11:625STACKEnd encounter simulation ignition 15205
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()
22:41:11:638STACKEntering 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()
22:41:11:704STACKEntering 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()
22:41:11:704STACKEntering 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()
22:41:11:754STACKEntering 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()
22:41:11:954STACKEntering 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()
22:41:11:971STACKEntering 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()
22:41:11:971STACKEntering 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()
22:41:12:038STACKEntering 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()
22:41:12:405STACKEntering 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()
22:41:12:422STACKEntering 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()
22:41:12:422STACKEntering 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()
22:41:12:489STACKEntering 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()
22:41:12:856STACKEntering 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()
22:41:12:873STACKEntering 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()
22:41:12:873STACKEntering 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()
22:41:12:939STACKEntering 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()
22:41:13:307STACKEntering 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()
22:41:13:323STACKEntering 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()
22:41:13:323STACKEntering 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()
22:41:13:390STACKEntering 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()
22:41:13:507STACKEntering 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()
22:41:13:524STACKEntering 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()
22:41:13:524STACKEntering 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()
22:41:13:540STACK[AI0] [MainState] Partial Synchronization started on state Main.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:Update() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:41:13:557STACKGameServerState_Turn_AI_PrepareSync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_PrepareSync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:13:557STACKEntering 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()
22:41:13:557STACKEntering 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()
22:41:13:657STACKEntering 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()
22:41:13:657STACKEntering 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()
22:41:13:724STACKEntering 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()
22:41:13:826STACKGameServerState_Turn_AI_Sync
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_AI_Sync:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:13:942STACKGameServerState_Turn_Main
GameServerState:Begin(System.Reflection.ParameterInfo) GameServerState_Turn_Main:Begin(System.Reflection.ParameterInfo) Amplitude.Unity.Framework.FiniteStateMachine:Update() GameInterface:Update() GameServer:Update() Session:Update() Amplitude.Unity.Session.SessionManager:LateUpdate()
22:41:14:042STACK[AI0] Sync took 0.5019485 seconds.
Amplitude.AI.Core.AIMainStates.MainState_SynchronizeData:End() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:41:14:042STACK[AI0] [MainState] Start decision number 4 (state: Main, turn: 8)
Amplitude.AI.Core.AIMainStates.MainState_Main:Begin() Amplitude.AI.Core.Framework.StateMachine.StateMachine:set_CurrentState(System.Reflection.ParameterInfo) Amplitude.AI.Core.Framework.StateMachine.StateMachine:VerifyCurrentStateValidity() Amplitude.AI.Core.Framework.StateMachine.StateMachine:Update() Amplitude.AI.Core.AIMainThread:Run()
22:41:14:176STACKApplication 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()
22:41:14:212STACKApplication 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)
22:41:14:212STACKUnbinding 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:OnApplicationQuit()
22:41:14:212STACK[HxFxSystemComponentTextureAtlasManager] unassigning texture mapping CP to global name [_AtlasTexCoords].
Amplitude.Unity.Graphics.HxFxSystemComponentTextureAtlasManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:Unload() Amplitude.Unity.Graphics.HxFxSystemManager:OnApplicationQuit()
22:41:14:212STACK[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:OnApplicationQuit()
22:41:14:212STACKUnbinding 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:OnApplicationQuit()
22:41:14:212STACKFlushing diagnostics before closing streams...
Amplitude.Unity.Framework.Application:OnApplicationQuit() EndlessSpace2Application:OnApplicationQuit()